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    Best posts made by faraday

    • RE: Mac Client Recommendations?

      @Thenomain said in Mac Client Recommendations?:

      What do you use dual-input for? I've never seen the purpose.

      Most people I know use it to compose a pose while simultaneously carrying on a page or channel convo. I've always been so accustomed to just using the clipboard as a copy/paste buffer that even when I've used Potato on occasion I haven't found myself utilizing the dual-input window. But maybe it's something you get used to over time.

      Love Atlantis, btw. Kudos to @Sparks.

      Regarding @ping's report... I've seen that behavior if I leave Atlantis running for a couple days and end up with giant backscroll buffers. Figured it was just a memory issue of some sort related to the backscroll. I usually shut Atlantis down every day so it's not really an issue for me, but I have seen it.

      posted in MU Questions & Requests
      faraday
      faraday
    • RE: The ADD/ADHD Thread (cont'd from Peeves)

      @Auspice said in The ADD/ADHD Thread (cont'd from Peeves):

      I don't mind necklaces or snug necklines tho. I think the snug clothing, etc fits into why I also like weighted blankets. Or part of it. There's a light pressure involved and it feels soothing.

      That's the thing about sensory processing issues... it's not consistent.

      It's kinda how ADHD is not really a deficit of attention, it's trouble regulating attention. Sometimes you have too little attention, sometimes you have too much (hyperfocus).

      Sensory processing is the same way. Sometimes it's an under-regulation (needing weighted blanket to sleep), sometimes it's an over-regulation (OMG TAG NUB ITCH), sometimes it can be either one depending on the situation. It's a PITA to explain to people.

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: General MSB announcements

      @silverfox said in General MSB announcements:

      I don't like it either. CHANGE IS HARD.

      I don't mind change, generally, but that line is absurdly distracting for some reason.

      posted in Announcements
      faraday
      faraday
    • RE: What Types of Games Would People Like To See?

      @Auspice said in What Types of Games Would People Like To See?:

      Apocalypse settings in general are tough because people gravitate towards making things easy/normal and a lot of people hate playing 'shortage' plots (food shortage, water contamination, illness with no medicine) which are almost necessary to Apocalypse settings.

      I see this as being more of an issue than the lack of character death. I think at the end of the day most players don't really want to play the apocalypse. And I don't quite get that, because to me it's like logging onto a Vampire WoD game and being all: "Yeah, I don't want anything to do with Vampires. They're a drag." Like... you're entitled to that opinion, sure, but WTF are you doing there, then?!

      The majority of players seem to want to either "fix" the apocalypse (which is okay, to a point, since improving quality of life is a legit plotline, but mostly these folks seem to want the Easy Mode version) or ignore it altogether. Frankly I don't think killing people off is going to help with that fundamental behavior. But if somebody wants to try it - I wish them luck.

      posted in Game Development
      faraday
      faraday
    • RE: Eliminating social stats

      @Ghost said in Eliminating social stats:

      The military structure and existence of rank may very well eschew(WORDSMITH ALERT) the need for social skills because the theme has a built-in construct for rank, expected IC behaviors, and ramifications if they are sent to extremes.

      I don't think rank has anything to do with it (especially since everyone on BSGU is more or less on equal footing rank-wise), although as @Ganymede said, you could model a game where rank mattered. It's more that there's just not much to be gained from social combat. Some character might lie to another, but the impact of any lie in particular is muted by virtue of the nature of the setting.

      In a physical combat system we acknowledge all kinds of variables: different effects from different weapons, armor, stances, tactics, degrees of damage, nuanced skills, varied attacks, etc. etc. There are tons of RPG systems and wargames that model these things, so they're pretty well understood. Yet most social combat systems boil down to "Con vs Willpower". It's crappy. It doesn't even remotely model human interaction well.

      We also have a fairly common set of boundaries for physical combat. Everyone understands that you can't one-shot a dragon with a dagger or survive a direct hit from a missile no matter how well you roll. That's just dumb. But we lack commonly agreed-upon boundaries for social combat, as evidenced by a long line of creepers trying to abuse social skills in various ways.

      To be satisfying, social combat needs to be more subtle. It needs to recognize that a gullible person is easier to con than a skeptical one. That a kind-harded person will fall for a sob story more easily than a get-rich-quick scheme. That a firmly-entrenched political or religious view is probably never going to be changed. That some people just aren't into (men/brunettes/whatever type here). Modeling this is hard because people are complex creatures. A punch, in contrast, is pretty simple.

      Personally, I have a basic fundamental objection to having dice tell me how to play my character. By forcing me to base my character's behavior on some arbitrary system output ("you're intimidated and cower in fear"), you're essentially saying that you don't trust me to roleplay my character appropriately. I understand the counter-arguments, and I understand that there are people in the hobby who don't deserve that trust. It's still a deal-breaker for me.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Mental Health and Grown Up Stuff

      @Ganymede - @Auspice is correct. "Empty" feelings (not just sad) and loss of interest in once-pleasurable activities are two of the classic markers of depression. Brain chemistry is complicated, and I am not one to play armchair psychologist. But I do think there's value in highlighting possible warning signs and encouraging people to get a professional opinion.

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: Forum wonk

      @derp said in Forum wonk:

      I thought the migration was to move from Redis to MongoDB or whatever and stay on NodeBB?

      Yes, I was just contrasting it with the effort ("cost") of a potential discourse migration.

      Staying on nodebb costs time and/or money to fix the database configuration and anything else that might be wrong.

      Migrating to discourse costs time and/or money to move the data over.

      The only low-effort, low-cost option is to start fresh, and I don't think anybody really wants that.

      posted in Announcements
      faraday
      faraday
    • RE: A fully OC supers MU

      @Arkandel said in A fully OC supers MU:

      I personally haven't seen this problem being solved.

      Stepping outside supers for a second, I think that we have seen this problem being solved across RPGs in general (TT, MMO, MU). Some options include:

      • Everybody stays with a comparable level/skill bracket so you don't have that disparity in the first place.
      • GM 'pulls punches' for underpowered players to make it fair. Like on TV where the wimpy good guy gets matched up with the wimpy bad guy in the final fight.
      • Sidekick system where lower-powered players get artificially "leveled-up" in some capacity to hang with their higher-powered pals.

      I don't see why you couldn't also apply this to a superhero game. I mean, just call it the "Black Widow/Hawkeye Hero Halo" or something 🙂

      posted in Game Development
      faraday
      faraday
    • RE: Regarding administration on MSB

      @tnp said in Regarding administration on MSB:

      Some of you will be thinking 'Huh?' which is exactly my point. There's a reason why WORA has lasted so long in whatever form and Idealistic Gamers Unite went the way of the dodo a long time ago despite being contemporaries of each other.

      There are numerous reasons some forums succeed and others fail. IGU wasn't a great forum for reasons that had nothing whatsoever to do with its posting policy. And "this failed once back in 2002 so it will always fail" is pretty thin logic.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Armageddon MUD

      @sunny said in Armageddon MUD:

      This game isn't for a lot of us around here. People's objections aren't because they're pansies who need a fee fee check.

      Yes I think this is the part that @ThugHeaven is missing. It has absolutely zero to do with IC Actions = IC Consequences.

      It's like... if I play Fallout on PS4, it doesn't matter that my character has lived their whole life in this bunker and in this world. I need to find my way around and figure out how crap works myself. When I fight in Battlefront, my reflexes matter more than my character's. And that's all totally fine, if people know that and expect it going in.

      But most of us here are used to games where your character has knowledge and skills that are wholly independent from your own. There are rails in place so people don't go around being a jerk just because someone else makes a mistake that their character never would have made.

      Which is not to say characters never make mistakes. But there's a difference between a gifted surgeon losing a patient on the table versus a gifted surgeon not knowing where the operating room is in the hospital they've worked their entire career. One is understandable and fun drama. The other is just silly.

      posted in Adver-tis-ments
      faraday
      faraday
    • RE: RL Anger

      @Lithium said in RL Anger:

      When I hear the comment "Women Can't Drive" I don't automatically assume that applies to me, some women can't drive, in fact I know a few who have given up their licenses, willingly, because they were /that/ bad at it. Do I roll my eyes at the generalization? Sure I do, but it doesn't evoke a real emotional response out of me.

      If /you/ (Random Male Gamer) don't do those things, then why would you feel defensive about comments that are not directed /at/ you, but at a larger problem as a whole?

      Quite a lot of women would be offended by a comment "Women Can't Drive" (justifiably, IMHO). So I can understand a male gamer would be offended by someone saying "Men Gamers Treat Women Badly."

      But umm... I didn't see anybody making a broad-sweeping generalization like that? Maybe I missed it. Saying that the industry/hobby has a widespread problem isn't the same as saying everyone does it.

      @Thenomain - It's pretty easy to take the "I haven't seen it/It's not me" argument as implicit dismissal. Using an analogy again to the Black Lives Matter movement... if you're listening to someone complaining about prejudice they've experienced, and your response is "Well, I'm not a racist. Not all white people are racists. I haven't seen discrimination." All of those things may be true, but that's kind of a unsympathetic, dismissive and hurtful thing to say, don't you think?

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: Review of Recent Bans

      @derp said in Review of Recent Bans:

      What are you guys, idiots? This is obvious to anyone with half a brain you corrupt bunch of fart-sniffing howler monkeys.

      I agree with all of your points, except isn't this exactly the sort of conversation that happened every single day in the Hog Pit? I'm not trying to justify that behavior--it's always made me uncomfortable. But when it's the norm, even encouraged, I think maybe it might be worth considering giving people some grace to downshift to a new normal.

      If you think the behavior was beyond the pale even by Hog Pit standards, or feel strongly for other reasons that grace isn't warranted, that's entirely your call. As I said, I'm not weighing in on any specific bans, merely speaking in generalities.

      posted in Announcements
      faraday
      faraday
    • RE: Star Trek: Dreadnought Atlas (Name Pending, TOS game)

      @Mr-Johnson said in Star Trek: Dreadnought Atlas (Name Pending, TOS game):

      Ares FS3 character sheets. Doing a bit of a 'feel test'

      Feel obliged to mention that Ares supports more than just FS3. There are a number of skill systems available out of the box. Only FS3 has the web chargen and automated combat, but you'd have to code that on rhost too, so... that part seems kind of a wash. Also feel obliged to mention that Ares is still in beta. It's very stable, overall, but bugs do happen (generally fixed within a week) and things are still evolving.

      posted in Game Development
      faraday
      faraday
    • RE: Social Systems

      @ghost said in Social Systems:

      That shit needs to be hit with a hammer, and as a community, need to get better about policing that lack of fairness.

      Yeah, that stuff needs to be hit hard with a hammer. There's a big difference between "my character is disinclined to believe Harry because he's lied to her seven times before and there have been dire consequences and she's not going to be fooled again" vs. "my character has no reason to disbelieve Honest Harry even though I, the player, know he's lying."

      That happens in physical rolls too though. People deciding to be extra cautious because they know it's a combat scene even though their chars should be clueless. Or metagaming a called shot to the neck just because they know that the armor is weakest there. Stuff like that. Nefarious metagaming needs to be combatted.

      @roz said in Social Systems:

      I think it's a mistake to think of stats as "this thing we need to have to make people play fair with each other" instead of "this thing we can design and utilize to help enhance RP for a certain style of play."

      We can agree to disagree there. I think the shift from statless consent to statted non-consent over the years is no coincidence, it's reactionary. And most tabletop RPG books begin with some variation of "it's like cops and robbers when you were a kid, but with rules instead of 'I shot you' 'No you didn't."

      But I do agree that stats provide other value beyond just making everyone play nice.

      I like @Ganymede's system.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Armageddon MUD

      @arkandel said in Armageddon MUD:

      Roleplaying is an abstraction. You don't have (or you very rarely do) the information, experience or expertise your characters do. Do you suppose all those doctors on TV have graduated from medical school?

      Yeah, both you and @Ganymede are spot-on. That's the whole point of roleplaying (and acting, for that matter) - going beyond your personal knowledge to take on the role of a completely different person.

      Otherwise it's not RP, it's just a video game. Which is fine!! Hey, I love video games. But you're not going to convince me that Tomb Raider has anything to do with roleplaying when my "super-awesome adventurer/explorer" Lara Croft is constantly walking into walls and flailing around uselessly just because I the player suck at the game.

      posted in Adver-tis-ments
      faraday
      faraday
    • RE: Do You Do A Writing?

      I think that's a great idea.

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: Has anyone ever set up a server just for a small group of friends?

      @Rinel There’s no way to do that, sorry. The main issue with that is that FS3 action skills are based around the central conflict of your game. So even within a modern time period, you could end up with wildly different action skills depending on the game’s focus. For instance my modern post apoc skills list was 90% the same as the BSG one because the focus was similar.

      posted in Game Development
      faraday
      faraday
    • RE: Social Systems

      @ghost said in Social Systems:

      It's all in the context.

      I'm good with the salesman argument, but the only info Leia would give up to protect Alderaan is a false, misleading one. It's canon 🙂 Likewise not buying the Pope example unless that was an existing proclivity. Those examples are exactly the sorts of situations that exemplify my cardinal objection to social systems without the player having a "yeah that doesn't make sense" card.

      We can agree to disagree ❤

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Armageddon MUD

      @evilcabbage Yep, so, it's a video game with some emotes and not roleplaying a character with knowledge beyond your own. That's fine. Good luck to you.

      posted in Adver-tis-ments
      faraday
      faraday
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