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    2. faraday
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    Posts made by faraday

    • RE: Eliminating social stats

      @Lain said in Eliminating social stats:

      Just an FYI, social skills are abilities. Also, you can't regulate a character's knowledge without regulating their thoughts and attempted actions.

      Nobody's arguing that social skills aren't abilities. What we're debating is how they should work. I don't see a lack of knowledge/ability as a lack of autonomy. Saying my character can't cast spells because they're not a magician or do brain surgery because they're not a surgeon isn't depriving me of autonomy over my character's thoughts and actions.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Eliminating social stats

      @Lain said in Eliminating social stats:

      Here's the thing: unless you also want to get rid of Mental stats, they already do. As an example of someone who wants to crack a neighbor's WiFi password, if they have Computer 0 in game but Computer 2 out of game, they might know OOC to download Kali Linux. This, by no stretch of the imagination, grants the player license to tell the ST, "Okay, so my guy downloads Kali Linux."

      To me, there's a difference between regulating a character's abilities, which is like every stat system ever, and regulating their thoughts and attempted actions. I can try to punch Russel Crowe in the face. That doesn't mean I'm going to succeed, or do any appreciable damage even if I surprise him.

      It's okay if someone doesn't see a difference there, but I do.

      posted in Mildly Constructive
      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: Eliminating social stats

      @Arkandel said in Eliminating social stats:

      @Salty-Secrets I thought about that. The problem then is I would need to sell the traits at a steep discount, which seems to undervalue them, since they would be less bang for your buck than other skills.

      But wouldn't that be true for a lot of skills? I mean, charging skills based on utility is a perfectly fine system, but I would think you'd want to use it across the board and not just for social skills. Punch is way more useful than Computers in most MU*s, for instance.

      ETA... @ThatOneDude said :

      But couldn't you /deprive agency/ with physical stats? IE: I grapple you and force you to stay when you want to leave.

      It depends on how you define agency. If you define it as the ability to choose your character's thoughts and actions then nothing short of literal mind control can deprive a player of agency. Even if you tie my character down, I still have control over how they react to that event. If your dice say I believe your lie, though, I no longer have control over my character's thoughts and actions.

      Other people will have different definitions, of course, which is why there have been approximately 250 billion pages of arguments here about "social combat".

      posted in Mildly Constructive
      faraday
      faraday
    • RE: POLL: Super Hero MU Gut Check

      @Thenomain Character pages aren't part of the 'wiki' either - they're a separate character gallery. And yes, they have log lists built in along with a bunch of other stuff.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: POLL: Super Hero MU Gut Check

      @Thenomain It does not have DPL. It also doesn't need it because the logs list isn't actually part of the "wiki" part of the website; it's a dedicated, er, logs list.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: 7th Sea Second Edition

      @ZombieGenesis Sure, self-starter RPers will find a way to do their own plots and entertain themselves in any theme. But, as you correctly pointed out, those people are a decided minority and we don't really need to worry about them.

      There's also a minority of people who won't be happy no matter what you do. I'm going to ignore them too.

      Somewhere in the middle, in my experience, are the majority of players who will drift aimlessly and fall back to Bar/Relationship RP if left to their own devices, but will gladly latch onto something to do if you give them focus and a solid reason to interact with other PCs. It's hard to do that with a wide-open world. But again, that's just my experience. YMMV.

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: 7th Sea Second Edition

      @ZombieGenesis Since it's so easy for you, perhaps you could enlighten the rest of us as to what sort of plots you would run to keep 20-some (let's keep it conservative) PCs from all different walks of life entertained and engaged for a year?

      If the answer is "let them entertain themselves" I wish you the best of luck making that work as anything other than a small sandbox game.

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: 7th Sea Second Edition

      7th Sea has a really neat setting, but I've never understood what you would do on a 7th Sea MU. Like, sure, "live in the pirate era". But going back to what was discussed on How to Change MU*ing - what would the PCs do on a day to day basis? Without a coherent hook it seems like it would just end up being "Dating Game: Theah Edition".

      posted in Tastes Less Game'y
      faraday
      faraday
    • RE: POLL: Super Hero MU Gut Check

      @Three-Eyed-Crow said in POLL: Super Hero MU Gut Check:

      It's not quite at what I consider wiki-replacement level yet, but I could see it getting there in a few years, and that's exciting to me.

      I'm working on adding a wiki feature right now, which will be in the first release. It won't have all the bells and whistles of something like mediawiki/wikidot, of course, but hopefully the fact that it's fully integrated with the game makes up for whatever's missing.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Space Games and Travel Time? Why? Why Not?

      @Sunny said in Space Games and Travel Time? Why? Why Not?:

      @Jennkryst It's also why we shouldn't do it any more in the first place, because those are stupid hassles to enforce. I don't have time to RP in two hours, I have to go to bed. If I can't RP -- actually rp, not halfass 'work around' stuff -- I'm going to go find something else to do.

      This. I don't do alts, and unless your character has a reason to go hopping around the galaxy, having multiple planets cuts you out of a lot of RP. Having OOC plot rooms and communicators doesn't help if you have no connections to anybody outside your home planet. This was my issue on several Star Wars games. Obviously SW and other space games still work in spite of this, but there's no denying it's an issue that stymies RP.

      posted in MU Questions & Requests
      faraday
      faraday
    • RE: How to Change MUing

      @bored said in How to Change MUing:

      despite her saying it doesn't interest her

      It doesn't interest me. Whenever possible I don't use it. But I haven't found any other way to do a 12-person combat scene in less than a day, so I view it as a necessary evil on a war-centric game. I have not seen any other code for which that's true. Economy code? I'll just RP buying a drink at the bar, thanks. Crafting/creation code? Just RP it. Space travel code? Shoot me now if I can't use +meetme.

      That's just a preference though. Lots of people had fun with those systems on Firan. It's just not for me.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      We have a hard enough time already getting people to come forward with complaints. I envision even fewer if people know their complaint is going to be plastered all over a bbs.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: How to Change MUing

      My observation, based on a limited subset of games and players...

      For a variety of reasons -- aging playerbase with more commitments, people getting burned out/fed up, MU*s not lasting as long as they used to, etc. etc. - people are more driven to "maximize" the efficiency of their playtime.

      People don't just want to RP, they want to tell their story - whether that's their character's climb up the social ladder, search for a significant other, quest for battlefield heroics, or whatever. 'Bar RP' and random 'meet&greet RP' is seen as a means to an end or a time-wasting filler when nothing better is available.

      The natural consequence of this shift is people hanging out in OOC-land waiting for the players/events that further their story. You get appointment RP instead of people randomly wandering the grid striking up scenes with strangers.

      I personally don't see a problem with this. I see it as a natural evolution of the genre/playerbase, and one that I have no trouble embracing.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: How to Change MUing

      @Arkandel said in How to Change MUing:

      How much of such game-provided content would constitute a positive step into changing MUing as the thread's title puts it?

      I think Firan proved that there's a market for such a thing. For me personally though it holds negative interest. If I want farming and mobs and random mission generation, I'll go play a MMO. I play MUs for the collaborative storytelling. Code, in general, hinders storytelling more than it helps.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      @surreality Sorry, "inappropriate" was a poor choice of words. What I mean is I don't agree with putting responsibility on other people. I've stated that pretty clearly from the get-go, I think. I've also said a bazillion times that you should do what you feel is right on your game and to heck with what I think.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      @surreality said in Indicating Discomfort in a Scene (online):

      I don't see how 'allow people to create a list that anyone on the game can refer to at any time' isn't just giving people a new means of making their boundaries known.

      I get that you don't see it. I've tried to explain why I think it's inappropriate, like, several different ways. I have nothing else to offer so I'm once again going to try to bow out of the conversation.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      @surreality My objection involves transferring obligations to any other player, whether they're a GM, or just someone in a pick-up scene. As I stated in my game's policy: if someone is sensitive to a particular topic, it's on them to figure out a way to establish boundaries. It's not on anyone else. I understand we disagree on this point; that's totally fine. When you have a game, you do whatever you see fit. I'm just clarifying since apparently you thought I was only speaking about GM'ed scenes.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      @surreality said in Indicating Discomfort in a Scene (online):

      You mention that you'd never allow that situation to occur PvP, and I'm full-on in support of that, no question. The problem is: what happens when a player takes it on themselves to go there? Yeah, the other party should definitely speak up, but you have a situation here where some real damage may already be done. How would you ever stop this from happening?

      There's a policy in place that says "if two players don't agree on an outcome, call upon staff to mediate". Assuming that you're not going to agree to be assaulted, you talk to me and I'm gonna say no. If someone's not willing to talk to me about it then that's their problem, not mine. (Side note: I won't necessarily side with the victim in every circumstance, but sexual assault is a special case for various reasons.)

      And yes, damage may have already been done. But when playing on a non-consent game with strangers, I think my grandma's favorite quote applies here: "you pays your money and you takes your chances". If you're not willing to take that chance, don't play. Because as you said, there's literally no way to prevent someone from typing something insane. The best you can do is retcon or clean up the mess.

      As for looking for things from a GM's perspective... what, you think I don't play anywhere else? Of course I do. I've had bad experiences too. Maybe not the Wylie Coyote version you have (thank goodness), but it's not like I've managed to get through 20 years in this hobby unscathed.

      Most recently I played on @Seraphim73's 100 game. I didn't know him from Adam prior to making up a character there. When I had a problem, it was on me to speak up about it. Otherwise I could either suck it up or leave. (By the way, I did speak up - and while we didn't always agree he always listened, and that's why we're now friends.)

      You and me don't see eye to eye about the solution and that's perfectly fine, but I really wish you wouldn't make assumptions about my experiences or perceptions.

      posted in Mildly Constructive
      faraday
      faraday
    • RE: Indicating Discomfort in a Scene (online)

      @surreality While I appreciate the positive example, I fail to see how any of that relates to what we're talking about here.

      It doesn't matter who's running a game, or how many staffers there are, uncomfortable scenes are a thing. Much as I encourage people to work together and try to work with them myself, my games are non-consent. BSGU may be a PvE game about fighting robots, but there are also gritty themes of war and genocide. Even in that theme, which I'd say is miles safer than something like WoD, there's a non-zero chance of a sexual assault plotline coming up. After all, it happened in the show.. twice. (Edit to clarify: Not a PvP assault that the victim didn't consent to happening; I would never allow that to happen to someone.) Sweetwater wasn't set up as PvP either, but I actually had to navigate a situation where some PCs had a legitimate historical IC reason to want to put together a lynch mob against another PC (want to talk about an uncomfortable plotline? Geez.)

      So yes, I care, and yes, I run most (but not all) of the event scenes, and yes, I don't have to play whisper-down-the-lane with other staffers. But none of that makes these problems magically go away. And even with all that, I still have people who are reluctant to bring up issues to me. (Just as @Auspice , who has helped to nudge some into speaking up.)

      At the end of the day though, players need to take personal responsibility for their own fun. In my view that means being willing to speak up for themselves.

      posted in Mildly Constructive
      faraday
      faraday
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