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    Best posts made by Ghost

    • RE: Space Lords and Ladies

      Another 2¢ from me:

      I don't care what the game is or what setting it is, and I'm doing my best to not sound like some bitter Grampa type when I say this, but I've come to realize that a grand majority of the MU habit is roleplaying relationship simulation. My main advice for anyone starting a game idea is to understand this. Most of your players will focus on some form of relationship arc storyline as their personal baseline, and unless they want to roleplay a character death, will choose IC actions based on their OOC RP desires to avoid having to rekindle or reset their relationship roleplay. A large number of your players will be making IC relationship plans via pages, come into chargen with an already established plan to have relationship RP with another player's character, or will put the game onto the back burner if they fail to find relationship roleplay and are getting it on another game. Because of this, most players will avoid consenting to death, assassination plots, or risk of character loss unless it is predetermined that the outcome will allow them to keep their characters. These players do NOT want to lose their RP with their IC/OOC paramours, because if their character dies and their new character hooks up with the widow, players will call foul.

      So...you have to reinvent the wheel. The laser beam focus on relationship roleplay is NOT because players don't have anything to do. This is inaccurate. The focus is cultural, and it travels from game to game. So...the only answer is to not only remove consent as a factor (99% of all players will never ever ever give consent to risk char death to opposed dice rolls), but to incentivize the war of houses, assassinations, and to provide some kind of "Hey, death happens and it's unfortunate, but it's good plot fodder and makes for good, dramatic stories" explanation. Some players will get uppity on an OOC level about it, but the ones that stay will be your good roleplayers who care about things like metaplot, art, and story over whether or not they're getting their super sekret quasi-cheating romance escape.

      ...and then you have to accept that trying to force or incentivize players to get involved and that risking their characters is fair (because let's be fair, the asshole that wants to bang everything and never consents to character death while wading into an army of 2000 bad guys is not only an asshole, but is forcing an unrealistic OOC demand "or I'll take my ball home and complain on WORA" edge to a game), will likely result in no one playing the game. Why? Because this hobby has become so predominantly about roleplaying with the player and NOT the character.

      10¢, I suppose.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: About GenAi (ChatGPT, etc) Safety

      @Misadventure on the plus side, most of the big services pledge not to take your work without your permission (in terms of art), but means more that the final product isn't their property (but the info on how to recreate it is theirs to keep).

      So if you're trying to do something professional, it's not the best choice in terms of privacy, nor artistry.

      posted in Code
      Ghost
      Ghost
    • RE: Tips on Güd TS

      @lordbelh said in Tips on Güd TS:

      @Arkandel I have to admit I just hate the you, and slap that on to a TS scene and it will make me run for the hills.

      Agreed, I respectfully agree to disagree with @Arkandel on this one.

      YOU always reads to me like JEFF, THE GUY AT THE KEYBOARD and not NAILS, THE POST APOCALYPTIC ROAD WARRIOR. There's something about the idea that the other player is proxying my character as an extension of who I am on an OOC level that takes any shred of TS or romantic rp and turns it into "Us, the OOC people, make-prentending our bathing suit regions touch". It makes me run for the hills because the last thing I need in life, or on my conscience, or on my karma, is that I'm involved in some kind of RL situation. No. It is not ME, it is HIM, my character, and if the other person refers to him as YOU, then it's all the more likely that the other person views their character as HERSELF, OOCLY, at least on some level.

      At that point...something very different than a rp scene is taking place. It gives me the willies and I want nunovit.

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

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

      why not have space adventure games in localized areas where moving from one spot to the other in a RL day isn't some sort of immersion breaking feat?

      I personally find "this sector only" to heavily hinder the space sci-fi genre. It's also very hard to justify only remaining in one sector when you're flying around in ships with hyperdrives.

      posted in MU Questions & Requests
      Ghost
      Ghost
    • RE: Tips on Güd TS

      @Arkandel That is, actually, one of my pet peeves with MUing. Having to sift through or identify the players that are there to play the story versus the ones that are there for WoD-themed(for example) kink only, makes it hard to function and puts so many people on KinkRPer alert. I've seen characters get semi-blacklisted before even RPing due to theories that per their wiki page that's all they're there for, which sometimes turns out to not be the case

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

      Let's take it a step deeper, too.

      Systems with coded ship objects that fly from one segment of grid to the next also tend to have other coded objects: guns, armor, etc.

      I think some players enjoy the tactile sense of an object that means something, which is why I presume some people prefer systems like HSpace to using temp rooms for space travel.

      Objects are an interesting catch-22 when it comes to RPGs. On one hand, object-driven RPGs provide the players/GMs with rewards that can help define what the PC can or cannot do, but on the other side, object-driven RPGs very easily become more about having stuff. On mushes (like we saw on Serenity), it can quickly become about hoarding stuff, resulting in only a few certain groups having the best stuff, which turned into an OOC mess.

      Anyway, so I have this inkling feeling that the argument for or against a space coded system runs deeper than simply having a ship. I suspect people that want coded ship objects also want coded weapon, armor, etc objects. So if I'm right, this has less to do about the desire for coded space flight, but the desire to move away from light systems in favor of something crunchier and more technical.

      I can't deny, there's something definitely rewarding about having objects.

      posted in MU Questions & Requests
      Ghost
      Ghost
    • RE: Faction-Based Villain Policy Idea

      I really do think that there is a "if you show me yours, I will show you mine" factor when it comes to two players putting their characters at risk in this hobby. No one wants to be the only one risking their character. We want other brave souls to make the charge with and against us...but the last thing we want is to be the only, stupid character ever getting PKd because we were the only ones foolish enough to consent.

      One thing that has been a problem with me (du temps en temps), is that people will page me and ask "why are you ruining your character?" when I purposefully allowed characters to fail, or be slandered, or be humiliated. The answer? It's all part of the show, but the sheer number of times that I have been asked that has led me to feel like there may be a very large many in this hobby that don't play to roleplay failure, they play to be awesome, and that doesnt bode well for faction based settings in whole numbers want to avoid failure altogether.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: What Makes A Good PRP?

      Suggestions (and more bullet points, because I write a lot of technical documentation and it's my thing).

      • No Railroading: Railroading is a term for when the person running the game/RPG has written the beginning, middle, and the end already and is just walking the players towards a pre-determined series of events that the player cannot influence. DO NOT. My advice instead is to write a beginning, prepare a few key points that will happen, and keep in mind 2-4 ways it might end, but ultimately let the players determine the ending.

      Pre-writing sets and/or some quick OOC information in setup is great.

      • Them, not you: I'm opinionated on this, but a good PrP is designed for the players and not for your character. If your own character is in the Pro, try to keep them a secondary or tertiary element, and don't make it something slyly designed to be all about them unless it's absolutely necessary.

      Good Example: If the PrP is because your character is in jail and the PrP is a jailbreak, then that's great.

      Bad Example: You want XP and justification for a new item. So your PrP is really about you getting that xp and an item, and everyone else signed on for RP but really you're just duping them into helping your PC get a reward that the other players won't also get. 😞

      • This movie is rated R for... Do this. Be up-front about potential trigger warning, content, and just how much risk or combat will in it. This allows people who arent combat characters or have irrelevant skills choose if the scene is for them and also provides some up-front support for people who want to avoid certain elements.

      Some people see those MPAA notices and say: "I'm not into intense violence, language, and nudity" whereas others say "Oh hellsyes..."

      • MOVE IT ALONG: Be prepared for players being super picky and careful. I'm not saying to RAILROAD it, but have a real-life time limit in mind. You may find players checking under every box or behind every single door, but at X number of minutes per pose and the reality that people eventually have to sleep, try to find ways to crack a whip at their asses so that they're driving the scene forward. Maybe a clock is ticking in the scene? Maybe the cops are on their way? Maybe an alarm gets set?

      One method I've seen used by the creator of Happiest Apocalypse on Earth (great guy, btw) is he draws a clock on a piece of paper. He makes notes about events that will happen at 2pm, 4pm, 6pm, etc and mentally keeps tally of how long things are taking, then unleashes these events that will keep it moving along.

      • More than one solution This is kind of like the railroad one, but not entirely. If your PrP involves a puzzle element, be open to multiple ways of solving it. Let the players surprise you. Make up puzzles with more than one solution, but please do not implement puzzles where there is only one solution and nothing happens in the PrP unless the players choose/guess the only right answer. Let them make perception-type rolls (search, alertness, etc) and give them clues, but never assume they'll figure it out without your help.

      • Sheets and Divas Keep an eye out for people roleplaying being learned in skills their sheets don't have, trying to do EVERYTHING in one pose and leaving others players with nothing to do, and using statements like "Well I (as in the player) can Google BOMB MAKING on the internet so I should be able to do it without a roll." Nope. Make 'em roll and...

      ...last one...

      • ...LET THEM FAIL Here's my opinionated one. Let people fail rolls. Dont guarantee them a win. Keep it exciting for them and you by keeping it challenging. Maybe the bad guy gets away? Maybe the heroes get half a win and don't ace the scenario? By all means don't kill all their characters or anything like that, but the bad guy getting away if the team failed is great incentive for signing up for part 2 because your villain was memorable and the PrP was fun.
      posted in MU Questions & Requests
      Ghost
      Ghost
    • RE: The Shame Game

      @Cupcake said

      Recently I've been reading the works of Brene Brown, a professor and author who researches the nature of shame, in an effort to improve my mental health. One of my takeaways from this was that one of the results of her research was the discovery that by and large, shaming people is not an effective tactic to get the result of permanently altering someone's behavior. It may cause a large swing to the opposite for a brief period, but eventually it will return to the previous pattern of bad behavior.

      So what is the purpose of public shaming in our community? Are we invested in the idea of helping problem players to improve? Are we knuckling up to the idea that we do it simply for our own visceral enjoyment?

      Honestly, since you're big time name-dropping an author and already have decided that shaming doesn't work, why bother asking what our opinion is on the matter? Cut the foreplay and just release a statement on your feelings on shaming type behavior on MSB, or don't?

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: Roster Characters & WoD?

      The idea of WoD roster characters is only slightly less humorous to me than the idea of WoD roster players.

      "Looks like 'person who makes the same rich guy Benedict Cumberbatch character' just freed up for application. Just a reminder: We still have three appable 'barely literate bdsm rp fetishist' player slots open."

      posted in MU Questions & Requests
      Ghost
      Ghost
    • RE: The Shame Game

      @Tennyson said in The Shame Game:

      @Ghost said in The Shame Game:

      @Tennyson said in The Shame Game:

      @Lithium said in The Shame Game:

      @Tennyson Only thing downvote worthy in that, is the assumption that all countries have the same rights as others.

      Oi. Tooootally separate discussion. But yet another reason why Americans behave like overpriveleged children. They don't understand just how good they have it when compared to a large portion of the world.

      I think it's sad that Canadians and the English and the Germans and the French and the Swiss and the Swedish and the Australians and the Luxembourgish don't have freedom.

      They, like, must be reallyreallyreallyreallyreallyreallyreallyreally jealous of America having it written on a piece of paper that we're allowed to talk, because those dudes are clearly not allowed to speak.

      Edit: Found and shared a gif, because in Wales, they get put in jail if they gif and I wanted to show off how great it is to be free.

      Wow. That. Was an incredibly obtuse and derailing reply. It took a cited example of 1st world privelege and turned it into an exposition of ignorance.

      It's also a perfect example why shaming is a failed methodology.

      What? No. I'm not being obtuse and ignorant. Every now and then I just enjoy celebrating my American freedom and first world privileges, and feel bad for all of those countries that have been around far longer than ours that are simply too afraid to embrace freedom and everything awesomely American. True fact: The English really do spend a lot of time being jealous about our culture and our impressive political leaders, and are both not allowed to speak against the queen (death by petrol) or the prime minister (death by flamethrower in asshole), so they just spend a reallyreallyreallyreallyreallyreallyreallyreally large amount of time staring across the ocean with sad, puppy dog eyes wishing that they had the political process and discourse to follow in our example, if they so chose.

      So, with that, I choose to express my freedom by posting a gif of American Hero Kenny Powers showing a small, Mexican farm league baseball team what's up.

      posted in Mildly Constructive
      Ghost
      Ghost
    • What Would it Take to Repair the Community?

      I've thought about this for a while now. I'd been active on the games for close to 20 years and I've been away for a few years now, and it seems like a lot of the prevalent issues still exist. Ultimately, what I see is a pretty much fractured community with a number of social habits/constructs that 1) make the community somewhat uninviting to newcomers 2) shoots itself (the community) in the foot with societal norms that create a baseline of negativity and 3) has decades of bad blood/grudges that will be hard to untangle.

      One of the reasons I ultimately decided to stop playing the games was because I asked myself "What would it take to make the environment less negative?" and my only answer was to try to play as incognito as possible and not involve myself in the OOC stuff...which didn't go well (either I was avoided for not giving personal information and thus not proving myself NOT to be one of the numerous boogeymen -or- OOC drama about other players was thrust upon me in pages regardless of asking for it).

      So I ask: Really, what would it fucking take to clear the air and make the environment more 'repaired'?

      Here's what I came up with in my head:

      1. Understand that the Hog Pit was a mistake, that the people who thrived in it are bullies, and to identify/cull bullies from the hobby

      This won't be popular, but it's a respectful opinion. YES there are bad/problematic/abusive/stalker roleplayers who have rapey/disturbing/"in some cases illegal" behavior that need to be watched for. HOWEVER, there are also players who (while not as extreme) display very abusive behaviors that need to be culled. A swath of players have gotten on for years by abusing/excluding players for failing to do what they want, toxicly display faux-elitist behaviors to act like being a part of their "clique" is in your best interests, get off on using public forums to belittle other players, their roleplay ability, and their personas, and use staff inclusion and "OOC power in game" to exclude other players who they don't like.

      How is this stuff not as bad? I think it's easy to spend years arguing about how bad the super-bad people are (like Cullen or Spider), but while some of those mentioned behaviors are arguable, the end result is that it's negative and breeds an environment of "who's camp you're in" and old school high school "clique" and "mean girls" behavior that doesn't do anyone any good. Whether or not you're popular enough to "sway the mob" should never excuse you from your own bullying, and should never sway the sense of what the true justice is.

      If I were running a game, I'd allow any logged bullying behavior from any source (discord, msb, pages) as evidence to warn people about their negative behavior, up to and including the end result of removing them from the game. HOW you behave towards other players, even if it's "shady" or uses some kind of "diagonal attack vector" should matter.

      1. Understand that game owners have friends, and that the reality that favoritism happens may never be able to truly be undone and Understanding the motivations behind skewed fairness

      I don't know the right answer for this one. The reality is that even staff who are the most impartial will have players they like and dislike. However, (and please read this) SINCE TOTAL NUMBER OF PLAYERS AND STAFF POPULARITY SEEM TO CONTROL WHETHER OR NOT PEOPLE ACTUALLY LOG INTO THE GAME, this factor usually controls how staff handle issues.

      It's in staff's interest to keep as many players on the game as possible, because this affects whether or not people even try to make a bit at the game. So with this in mind there's a lot of quasi-collective bargaining when it comes to issues. "If I decide this way, will a ton of players leave my game and take my player-base with me?" It's a thing. Some times the end results aren't about fairness. Players tend to ignore certain behaviors they see to "not rock the boat" so a lot of bad behavior goes untouched out of fear of "losing roleplay partners" or "not being welcome anymore".

      So a LOT of bad stuff just goes untouched, festers, and gets worse over time because the motivations behind DOING SOMETHING or NOT DOING SOMETHING tend to fall always in line with whether or not it'll affect the game, roleplay, or "popularity currency".

      Which is why people like OPP often get culled: It's because they're so universally disliked that it's an easy choice to auto-ban them, but other bullies who have their own clique often go untouched because culling one of them could mean losing 10 other players (even if, in my opinion, they all enable each other and games are better off without all 10 of them, anyway).

      posted in Reviews and Debates
      Ghost
      Ghost
    • RE: The Shame Game

      I do know one thing that only America will have and no other nation could:

      American Gladiators.

      Because it would have to be "Belgian Gladiators" or something stupid like "Gladiators in Italy".

      ...and if some other country used American Gladiators, then President Donald Trump would totally send someone over to that country to America a BGM-109 Tomahawk Cruise Missile into their Prime Minister's arsehole.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: How can we incentivize IC failure?

      This is one of those moments where I wish I could have started the thread so that my reply will be at the top and easily found (and ensured that it is read). This may be a little long-winded, but please bear with me, here.... (because I know I've dropped this before on MSB and I will -always - feel that this is relevant).

      Almost 2 decades into the hobby, reflectively, I think I've come to realize two MAJOR quandaries with the MU hobby in general that are responsible for probably most of the highs and lows of the hobby. The first (which is irrelevant to the topic, but I'll dip) is "Is it cybersex between players or is it in-character romance?" The second, however, I think is a KEY concept that is responsible for so much frustration, bullshit, and confusion in these games that it may very well be a tangle of computer cables that may never be fixed:

      "Is it a GAME or a Cooperative Writing Hobby?"

      Here's why this applies to the question of "How do we incentivize IC failure" and potentially why the hobby may never, ever, ever be able to communally incentivizing IC failure a reality, and here are important things I think that everyone needs to understand.

      1. If it's a GAME, then RPG players are going to bring both their GOOD HABITS and BAD HABITS

      The online tabletop RPG community has the same issues: Pervy/rapey players, powergamers always wanting things their way, people min-maxing their stats to try to win everything they'll roll, and a TON of other bad habits when it comes to sharing the table, trying to control win/fail results, and being cooperative with others. HOWEVER, many of these games are attractive to RPG players (like me!) because often they use existing RPG settings and systems as a front-end (World of Darkness, Star Wars, Superheroes, etc), so a lot of people who might search on Roll20 for a tabletop RPG might find themselves finding MU as a hobby.

      Why this is important to understand

      • Tabletop RPGs deal in rewards similar to what Arx does: Coded money, inventory, experience points, dots on the sheet, stats
      • With those rewards you are codifying a sort of "failure mitigation" that opens up other in-character opportunities with the dice to "back up" your character decisions
      • RPG-focused players CAN and WILL approach the MU hobby from a "systems" approach, often seeking to leverage the SYSTEM to determine what their character can or cannot do.
      • Tenure, experience, and time spent often resonate with RPG-minded players as somewhat entitling them to bigger gains, situations where threats beneath their character's tenure are less difficult for them, and newer players and characters should reasonably not be equal to their level or opportunities

      For better or for worse, the RPG-minded player hits a wall with other MU players when it's realized that a large number of people DO NOT WANT DICE TO RESOLVE SUCCESS. Dice are the great equalizer; a number that determines pass or fail whether you like it or not, and it only works if everyone agrees to let the mighty gods of RNG decide their fate

      1. If it's a CREATIVE WRITING HOBBY, then the motivations for PASS/FAIL are entirely different than RPG motivations

      (In this example) "It's not a GAME right? It's a STORY." Therefore the concept of pass/fail isn't based on whether or not you've put in the time, stats, experience, or have the +3 broadsword. It's about whether or not people are having fun and enjoying the story, right?

      Why this is important to understand

      • Without RNGesus to determine pass/fail, then the discussion about "who gets to win in a conflict" ultimately falls into other danger zones: Who can come up with the best idea at the time, who would be the most upset if they fail, what the GM/scenerunner had planned from the get-go (which is why railroading is so common in MUs in my opinion), or even who is the GM's favorite (which I think explains the extreme amount of cliqueish behavior and sucking up to staff that happens).
      • Creative writing together is a GREAT IDEA! But if people are approaching it AS THAT, then why is there so much arbitration over who wins and loses? Obviously, people either aren't being as cooperative as they'd like to think or perhaps the cooperation factor is just some mantra that people don't believe in as much as they'd like to think
      • People who want to just write-out the results as what they feel is "most fun" need to understand that there will never be a week that goes by where someone realizes that "someone else's idea of what was more fun took priority over someone else's".
      • Unless you have a very specific group of roleplayers who have bonded together to ensure that the results will always be fair and fun within the group...you're going to find that people break off into groups and problems arise when they peek outside of those little groups to mingle with others they don't have such an understanding with.

      Alas (with that last bullet point), surprise surprise, the majority of MU players I know always say stick to people you know as much as possible. Sure, this can be to avoid really strange, dangerous, bizarre, and downright scary players, but I think it's mostly to avoid the issues I found commonly with players I didn't know: Misunderstandings turning into flame wars on MSB, accusations, people getting upset, etc....

      WHAT I THINK ALL MU GAMES ABSOLUTELY NEED TO DO TO UNDERSTAND PASS/FAIL AND PLAY WELL TOGETHER

      1. Don't mix. If you're making an "online tabletop RPG with WoD dice and systems (with accompanying writing)", then explicitly say so, cling to RNG as the deciding factor on pass/fail results, and make it a part of the +agree statement that going into the game they're prepared for this.
      2. Don't mix. if you're making a "cooperative creative writing game", you should explicitly state so and do away with codifying extensive dice systems into your games (which will only confuse the RPG players), and instead incentivize cooperation over pass/fail results. Create the game, environment, and social structure as a showcase of writing and stories, sharing written works, and remove the game concept from the MU altogether.

      I guess in short: I don't think the "my story" types and the "RPG gamer" types mix together very well, at least in a long-term gaming environment. There's always some "my story" person who doesn't give a shit about dice and experience points getting trounced by some absolute dice-whore who doesn't care about "their story". ("I don't care if you think this moment is a character-defining moment where you stood up to a bully. I have 34 combat dice and turned you into grape jelly in one roll!") Likewise, there's always people (like me) who thought that their character sheet and experience meant something getting shutdown by GM-caveats and players acting like they have dots on their character sheet that they clearly didn't spend, which was always frustrating ("Hey, I actually have 10 dice in being manipulative. Your sheet has a dice pool of 4 because you spent all your points in other things. Why do I have to CONVINCE you OOCly that it's okay to manipulate your character?")

      I think the MU community as a whole tries to accommodate far too many playstyles to ensure the maximum number of people will log in to play, and then these games hope and pray that people will find a way to get along and play cooperatively. I think that this is a long-term mistake and it would have been better setting rules and guidelines about HOW the game is played and ensuring that people who aren't playing in the spirit of the game (regardless of how many friends they have, who they know on staff, or what kind of accusation they threaten to make on gaming forums) are politely removed to keep things safe and fun for copacetic players.

      (And yes, I suppose it COULD be BOTH a GAME and a WRITING HOBBY, but not everyone has the same definition of WHAT THAT MEANS, and with that comes ultimately the constant problem of incentivizing IC failure and dealing with people who become problematic around the topic. So ultimately my logical brain goes to "if this is an "IF/THEN/ELSE" scenario all you can do is start creative definitions, your expectations, and focus on the PLAYERS YOU WANT rather than EVERYONE.)

      posted in Reviews and Debates
      Ghost
      Ghost
    • RE: Generic sci fi game.

      I second the planet already being colonized and/or alien covenant.

      I don't wanna RP SPACE HOUSE without the distinct possibility that I might have to bury my SPACE WIFE because she failed a clutch roll and ended up dying due to SPACE MOLECULAR ACID eating off her SPACE FACE.

      But, in the interest of gender equality, I'm more than comfortable to let my SPACE WIFE wear the SPACE PANTS

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: What Would it Take to Repair the Community?

      Hrm. I dunno.

      I think the one thing everyone in the community can agree on is that if there's evidence of serious misuse/abuse that making that available to the public as a "stranger danger" warning is a good thing.

      Outside of that, there are assholes, and plenty of people spend a lot of time performing assholish behavior whilst pointing the finger at others claiming that other person is an asshole. It's a highly secular environment where entrenched people get away with bad behavior, and it all comes down to which camp you're in, which person's feathers you don't want to ruffle, etc. The number of cases of players simply being shitty towards each other and then camping up to avoid accountability for it far outweighs the actual number of cases of "stranger danger" type alarms.

      I think I'm in the camp that until specific people leave or "age out", this is simply the way the hobby/community is going to be until the inevitable point in my lifetime that this form of entertainment will expire due to knowledge loss (inability to stand up hosts) and lack of player life cycle.

      Edit: My general point was "ousting the assholes from the community" requires behavior change to a good number of people, not just the "usual suspects". There are too many people who behave badly who comport themselves as untouchable. It's a no-win situation.

      posted in Reviews and Debates
      Ghost
      Ghost
    • RE: Where's your RP at?

      @WTFE Nope. Don't do that. I'm speaking specifically about the survival genre, where antibiotics are few and a bite from a zombie turns you into a zombie. The mortality rate on a survival/zombie game doesn't often result in "scraped knees" and in many ways, keeping someone from dying is far, far more difficult than keeping them alive.

      When I run games in other genres, say Star Wars, I will allow characters to fail, which can result in all manner of other options. However, if someone decides that their story means that they run off on their own with an X-Wing to take on the whole of the Empire and go solo against an Imperial Star Destroyer, I will advise against it. If they persist, I will let them know it will result in dice. If the dice result in a critical hit to seventy-seven different points of their X-Wing starfighter because that's how the dice went...then to avoid cheesing the game for other players, that dude's making a new character.

      That dude just got serial crushed.
      Where's he goin?
      No where.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: What Would it Take to Repair the Community?

      @Devrex said in What Would it Take to Repair the Community?:

      I disagree with this premise. In the past, as a game runner, I tended to overreact to the first person who brought me their sad sad story, empathizing with them immediately, and bringing down the hammer with very little to no investigation...exactly the behavior that quite a few individuals say they want.
      Later I discovered that by failing to get all sides of the story, I had actually played into the designs of bad actors, sent some of their victims packing, and sent a message to the other victims that I would back this person's word, making them feel even more trapped.

      This is exactly where I get stuck.

      It is SO fucking easy to manipulate people, and even the most even-handed people approached with these complaints often get stuck in a rough spot ONCE AGAIN where the threat of retaliation is prevalent. It always seems to come down to threat of retaliation.

      Honest GM gets approached by angry player who is super upset, has a list of complaints about this fascist abuser etc etc etc with minimal evidence but they're very adamant about it:

      • The want to act and protect people is a very real emotion. No one wants to allow someone else to be mistreated. Everyone wants to do what is ethically right.
      • HOWEVER failure to act for whatever reason, even a good reason, runs the risk of becoming abused yourself by angry people throwing garbage, using words like "rape apologist", etc.

      I've come down on people myself based on word-of-mouth accusations only later to find that I was actually being enlisted as extra muscle in what was actually an attack on an innocent person, and I regret it. I've been the target of such things, too.

      So maybe the REAL issue at hand is:

      1. Lack of a reporting system that has some kind of vetting baked into it to protect innocent people that DOESNT protect bad actors
      2. How to deal with threat of retaliation being such a common occurrence socially in the community
      posted in Reviews and Debates
      Ghost
      Ghost
    • RE: What do you WANT to play most?

      Sorry to double post but I'm kind of amazed that the MU community hasn't jumped all over a MU based on the Magicians TV/Book series.

      With so many WoD/Dresden/Hogwarts games pretty much leaning in the direction of stories about 20-somethings boning, getting drunk, dealing with monsters, and then breaking up to bone other people, THE MAGICIANS IS PRETTY MUCH THAT (with some steeper ramifications for Maverick behavior)

      • College.
      • Beer.
        Magic.
      • Boning.
      • Getting your eyes exploded.
      • Drinking a jar of God semen to save your friends.
      • Being treated like a dumb, 20-something college student who bones too much, studies too little, drinks too much, has a friend with exploded eyes, drank God semen to save their friends, made things worse, then has to have a monster burn itself into their back to protect them from the angry God whose semen you stole for the power necessary to save your friend without exploring due to taking on too much power at once you dumb, dumb, sexy co-ed MOTHERFUCKER!!!

      Seriously. It's got everything the community wants.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: What Would it Take to Repair the Community?

      @TNP said in What Would it Take to Repair the Community?:

      Honest question, can you blame them? Our board - and by our I mean all of the community - had their board basically hijacked out from under us.

      I feel like this is the most real thing said on the topic.

      With the other board (BMD) people are 100% capable of creating whatever environment they please up to and including perma-banning me and anyone they want from ever posting there. They can Hog Pit, insult whoever they want, make a board specifically to WHATEVER design they please...

      ...BUT...

      ...doing so and leaving MSB behind peacefully would mean accepting the end result without returning to attack people they feel took something from them. And since people from this board aren't going there to post themselves up for attack and ridicule, there's only one way to address that, which is to, at intervals, come over and try to get that pound of flesh.

      I mean this as constructively as possible, but I feel the real source of the repeated negativity despite a GOLDEN OPPORTUNITY to get away from me, Derp, whoever is not that they pushed people like Derp and Ganymede and myself out, but that they feel they were pushed out. In truth all that happened was a difference of opinion on staff, the closure of the Hog Pit, multiple people banned for repeatedly being cruel, and a few dozen people voting with their feet and going to the new place.

      I feel like, constructively, there's a lot to understand there both in terms of why the negativity is being driven, and where maybe understanding the source could lead to letting it go?

      Here's my MSB guarantee to anyone who doesn't like me...

      You will never ever ever ever ever have to put up with me at BMD.

      posted in Reviews and Debates
      Ghost
      Ghost
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