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    2. EmmahSue
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    • Followers 14
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    • Posts 293
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    Best posts made by EmmahSue

    • RE: RL Anger

      It's hardly a surprise that insurance companies are assholes, but 2-3 months of failing oral medication before I can get a shot is making me have tiny panicky crying fits when I think about it too hard. My goal right now is to work up enough aggression that I can call BCBS and be pushy about this. It shouldn't be this hard to be pushy.

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • Game Design as Applies to MU and STing

      I'm reading The Aesthetic of Play, by Brian Upton. I like it quite a bit so far (I'm only at chapter 4, so there's far more to go). It has prompted thoughts (dun-dun-duuuun) about how to apply some of these concepts to a MU* to improve the experience.

      At one point, he lists the following characteristics as parts of a fun-game (note, this is not the be-all end-all, just what's easily enlisted for current discussion):

      Definitions: Horizons of Action (the possible actions arrayed before the player) and Horizons of Intent (what the Player believes is possible / appropriate based on previous experience, and understanding of ruleset).

      • Choice: Horizons offer a range of possible actions.
      • Variety: Horizons aren't repeated.
      • Consequence: Actions have outcomes.
      • Predictability: Outcomes can be anticipated.
      • Uncertainty: Outcomes aren't predetermined.
      • Satisfaction: Desireable outcomes are attainable.

      Choice: Too little choice makes a game boring. Too much choice makes a game confusing. With too much, a Player will often perform a personal narrowing of options, based on internal criteria, in order to lessen the confusion. On MU: "What my character would do," narrows a too-wide sandbox.

      Variety: Doing the same thing over and over again is boring. It can be done if the Player feels the goal/result is worth the repetitiveness, but is rarely fun in its own right. It's possible to use set-pieces in different ways to solve the cost:benefit analysis. On MU: Sabbat Always Attack Head-On is boring. Using the Sabbat as a regular foe when they take different actions, not so boring.

      Consequences: Turning the wheel of a car should turn the car. If it doesn't, what's the point? It's no longer a game at that point, it's a movie. On MU: EOTW failed in part because there were no real or lasting consequences for the actions taken.

      Predictability: If you turn the wheel of a car to the right, and the car goes in some random direction, what's the point? We can't play if there's no sense of cause-effect. On MU: The ruleset helps with this in micro. In macro, there should be internal story logic driving what happens when a Player takes action. They don't have to know exactly what that logic is, but they have to trust it exists and can be puzzled out.

      Uncertainty: A Player needs an external element (whether dice, or other players) to provide some wiggle room. If she knows exactly what's going to happen, again: not a game. On MU: Fellow Players help provide some of this. A ST adjudicating helps provide it too. Random dice results when it's appropriate. In having so many players, we accomplish this much.

      Satisfaction: If it's impossible to achieve, what's the point of trying? Being hard to achieve is fine! Impossible is not. On MU: This is easy enough to apply to a story. Where it gets harder is application to the concept of RP. Our goal is to play, right? It's shouldn't ever be impossible to play, even when our specific character has an impossible goal in-game. Yet somehow, satisfaction is still a problem.

      Questions to the community at large (as composed of people who know and care that this forum exists) in no particular order other than as they occur, and numbered for ease of discussion:

      1. How do we emphasize the characteristics above in order to keep our games fun and entertaining?
      2. What is our goal, really? Are we here to play? Are we here to tell a story? Are we here to explore a gritty urban-fantasy-scifi world? All of the above?
      3. Are there any other characteristics worth adding to the list? Or any of the above that really don't apply to MU after all?

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: A Wretched playlist

      There's a spot for vitriol if that's your schtick, but it's not the main focus, yeah? I think it's important to remember the difference, is all. Nothing wrong with it now and then, so long as it isn't the whole. Plus most of us have been doing this long enough that we can pretend to be grown-ups for whole minutes at a time. Juuuust long enough to read and respond to a post. πŸ™‚

      ES

      posted in A Shout in the Dark
      EmmahSue
      EmmahSue
    • RE: RL Anger

      If it's them, I'll find out when I call insurance. If it's them, I'll be immediately leaving the practice for lying to me.

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Getting Involved (and getting other people involved)

      But we still ran with it, TJ!

      A good staff will run with whatever happens. Hell, giving a scene the Dallas-treatment is better than retconn or outright denial, and even 'it was all a dream' can be spun from there into a larger plot so people don't treat it as a one-off.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • EmmahSue's Playlist

      This is about as good a spot as any, I figure. The following is the list of PCs I've played o'er the years, hither and yon. πŸ™‚ It's by no means complete, I'm sure I've forgotten some.

      • Laibah, Carthian Gangrel @ Haunted Memories.
      • Johanna, Gangbanger turned Obrimos Libertine @ Haunted Memories.
      • Xiumei, Celestial Chorus Mage @ Denver by Night.
      • Chloe, Sidhe changeling @ Ashes to Ashes
      • Adrien, Sidhe changeling @ Hint of Malice.
      • Marcello, Caerdiccan @ Kushiel Mux.
      • Genevieve, Dowayne Mandrake @ Kushiel Mux.
      • Zahari, Elodoth Iron master @ St. Petersburg.
      • Mrs. Hadley, healer @ String Theory.
      • Nishi, shadow-ridden psychic thief @ Depraved Creations.
      • Leilani, mortal @ Dublin by Night.
      • Alejandra, mortal turned Ley Line Walker @ Rifts: Rise from Chaos.
      • Ysabela, mortal turned Brujah @ DarkWeb.
      • Summer, mortal turned Fomori @ DarkWeb.
      • Wendy, Sluagh coroner @ Crescent City.
      • Lady Fairfax, Silent Legion wraith @ Metro.
      • Sileny, ghoul @ Reno
      • Wan-Suen aka Wendy, vampire @ CoFaB
      • The Quickling, a demon on some Angels & Demons MU (name unknown)
      • Meadow, Cultist @ The Reach
      • Anahid, Ventrue Lancea vamp @ Eldritch

      I've also staffed around-about:

      • EmmahSue, general purpose ST and NPC Purveyor @ DarkWater
      • Lemuria, Headstaff @ The Reach
      • Ms. Garnet, Vamp Admin @ St. Petersburg (I vaguely recall that was the name, but it might have been a green shade instead)
      • SomethingSomething, Build Admin @ Ashes to Ashes (It was a weather name of some sort. Drizzle?)
      • Pinochle, Spot-Trouble Assistance @ Reno
      • Jungle, General Assistance and STing @ Dark Water
      • NGC-6302, ST at large and NPC Wrangler @ Euphoria
      posted in A Shout in the Dark
      EmmahSue
      EmmahSue
    • RE: Good TV

      The MEDIA (liars all, as we know) says the Lone Gunman will indeed make a return.

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Storytelling

      You're not alone, @Ganymede . I sometimes get the same silence at the same offer.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: The I-Can't-Remember-What-We-Called-The-Cool-Things-Thread Thread

      This is a tad old (Feb 2015) but still awesome. πŸ™‚

      http://www.okayafrica.com/news/african-superhero-film-oya-rise-of-the-orishas-nosa-igbinedion/

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Selecting a system to play

      You're ALL the prettiest.

      That is to say, you read like you're all in VIOLENT AGREEMENT.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: RL things I love

      MOD VOICE:

      I used the buttons that said 'Ban' and 'Delete' on the robot, I hope I did it right! If not, I'm sure @Glitch will come mock me thoroughly. πŸ™‚

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Let's Talk Metaplot

      From the POV of a runner of metaplot:

      • Documentation is a huge downside. There was constant need to fight misinformation -- not through IC desire for misinformation, but OOC misunderstandings. There were several times I just flat out said "what you think is happening is not correct, this is the correct interpretation" because I didn't want OOC misinformation at that point in the process. I wanted people to know what they knew.
      • You have to constantly work to involve as many as possible, then go do some more involvement because your initial efforts aren't going to work. Then maybe another time because see above.
      • I felt strongly at the time (and still do) that the metaplot on TR should have had more varied ending. That is to say, whether or not the PCs met goals should have affected what happened after in pretty large, broad-brush ways. It is my forever disappointment that I was too burnt afterwards to push harder for staff buy-in on the big changes I wanted to see done.

      Things I've Learned and How I'll Handle It Moving Forward:

      • The Metaplot on SW will be less of a single story with a long arc, and more a situation (war!) with developments that will be met by PCs or not-met, as the case may be. This will let me break it into discrete chunks (chapter as mentioned in someone's suggestion above), and allow for more changes along the way as needed to the plot itself. If something just isn't clicking with the playerbase or with me, I'll be able to adjust more 'on the fly'.
      • The same key phrases that I'm asking plot runners to work into their stories somehow, will be worked into the metaplot. The goal is cohesion and a feeling of everything carrying similar threads, even if the final product looks different for each player.
      • How the players are 'doing', that is to say, some sort of display or prose or something that explains whether they're ahead of the bad guys, falling behind, etc., will be visible and obvious. It shouldn't be a secret, though this may be a side-effect of playing Mages who can tell how well they're faring.
      • Above all else, what the players do needs to matter. It needs to. If they don't feel invested, then it's not really a cooperative collaborative effort. I can go play at NaNoWriMo if I want something I write on my own.

      It's been years now, I think 2? Since TR. I vaguely recall writing up a post about it after the fact, but it was on WORA. If folks have questions about the behind-the-scenes doing of it all, both good and bad (I know not everyone felt it was a success at all points along the way) feel free to ask. I don't mind yammering, obv.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: RL peeves! >< @$!#

      @Wretched,

      It's good to know I'm not the only one who chants that exact thing once every three fucking months. Solidarity!

      Ugh, that reminds me I gotta bite the bullet and actually call to tell them my pick for a pump.

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Finding roleplay

      I'll admit it, at long last.

      I don't like people running things for me.

      I can't tell if that means I'm a monster who doesn't trust others, or if I just don't think it's much fun, or what. But in the end, I'm not a fan of being the center of a story. I'd rather run ten stories and not get any personal RP than anything focused on me me me. The community's movement away from teaching and/or get-the-stuff scenes is a blessing like rain upon my parched and trodden heart.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • edX course - Ethical Leadership: Character, Civility, and Community

      The referenced Boston University edX course (free college'y classes online) will be starting May 24th and I plan to quote-unquote-attend. I'd love to have someone(s) else along for the proverbial ride to converse with, since I do better when I'm chatting about what I'm learning.

      Description reads: This course explores theoretical and practical elements of ethical leadership with emphasis on leaders’ personal narratives within social historical contexts. Three specific areas of ethical leadership will be emphasized: morally-anchored character, transformative acts of civility, and a sense of community.

      Give me a ping if you're so inclined. πŸ™‚

      https://www.edx.org/course/ethical-leadership-character-civility-bux-leadershipx

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Do you RP to play a character, or get a character so you can RP?

      Almost always the latter. This may explain why I've run more scenes than played my own PC. πŸ™‚

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: Good TV

      Ew. I found the The Last Ship to be a jingoistic 'MURRICA nightmare of epic proportions. No suggesting from the peanut gallery on that one.

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Play-by-post analog to MUSoapbox

      I've put this topic back into Mildly Constructive. Please keep it that way. If you find yourself veering, do it elsewhere.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
    • RE: RL Anger

      Dude. Your inability to tetris the fuck out of a 9x9 quilting board is not my fault. :<

      ES

      posted in Tastes Less Game'y
      EmmahSue
      EmmahSue
    • RE: Hybrid cWoD/CoD Games (ie Changeling: The...Drost? Werewolf: The Forsacalypse?!)

      Less burnt, and more understanding that the new mechanics are just... not a good match for what I wanted to run. They're too granular and crunchy, alas.

      ES

      posted in Mildly Constructive
      EmmahSue
      EmmahSue
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