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    Posts made by Ghost

    • RE: The 100: The Mush

      Question: are the Delinquents and Groundersrun by staff PCs/NPCs? Does the game support whether or not players/PCs form their own splinter faction in a PC-controlled tribe to barter and trade with the Delinquents/Grounders as they see fit?

      To me, the obvious answer for players who feel they can't break into the clique is to splinter off on their own, but if staff doesn't support it or may negate it due to Staff-controlled factions refusing to acknowledge said splinter tribe, there might be little point in the effort.

      But if I were playing there and the tribes were too cliqued/railroaded by staff involvement or antagonistic characters running the show, this would be my response. There would be enough IC justification (and thematic) for characters deciding to take their share of supplies and homesteading.

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: Survival/Apocalypse Genre Survivability

      @GirlCalledBlu Gotcha gotcha. I've never seen the TV show so the show setting that up makes more sense to me. Danke

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: Survival/Apocalypse Genre Survivability

      I believe survival/apocalypse games are better suited to smaller groups, pockets of separated small groups, or need to have strong rules about danger/mortality the larger the group gets.

      See, humans at one time farmed and had to set watches to keep wolves from eating people in huts, right? But the problem I see on most survival/zombie/apocalypse games is that character types are regularly chosen to fill niches until the characters themselves negate the survival aspect of the game. By this I mean: Is it REALLY a survival game when you have fifteen soldiers, a former Navy Seal, three doctors, one veterinarian, a brain surgeon, four people with agrarian science degrees, a botanist, three midwives, two stable masters, two blacksmiths, seven leatherworkers, fifteen carpenters, two daycare workers, a horse whisperer, two poli-sci majors, six former police officers, and one massage therapist AT THE START OF THE STORY????

      Survival/apocalyptic stories are not about guy broke his leg, call the doctor, but instead they are about guy broke his leg and we don't have a doctor. They are typically about regular joes (or to quote All Flesh Must Be Eaten: Norms) and only a very few vital (maybe 5% of the population) people with very useful skills. The stories are about overcoming these adversities and surviving while unlearning old useless skills (JAVA PROGRAMMING!) and replacing them with new ones (EATING MUSHROOMS AND NOT DYING).

      So the main issues I have seen are characters who are too useful, and not enough emphasis on how such large groups are able to survive without fatigue from lack of resources. With so many capable characters, the end result is like No Return Mu: "That sucked, oh well, let's just rebuild houses and start new hospitals! We have oncologists!"

      TL;DR version: Big groups are okay so long as they're not filled with fucking experts in survival-useful skills, and so long as people realistically roleplay the struggles of survival, rather than hand-wave the actual survival part.

      I don't play "100", but are there a lot of characters with super-useful skillets despite being teenagers?

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: The 100: The Mush

      Precisely. When you RP as an antagonist in a shared RP space, there are ways of doing it without sending out IT WILL BE DIFFICULT TO RP WITH ME signals. People don't want to RP and just get shit on by the other player, and like some people mentioned earlier in the thread, the game is under the assumption that there aren't really any new faces. So reason stands that any person outside of said "antagonist's" social circle could be a potential ally, so immediate hostility is just really, really, really hard to work with on a MU.

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      @Sunny said in The 100: The Mush:

      I want to make sure I understand this.

      The people who quit the game and are railing about how awful things are here SO VERY LOUDLY played the first handful of days on a game that is only a month or so old, and are basing their opinions on what was ICly a hugely traumatic/dramatic situation for all of the characters. They are not taking into consideration the increase in the playerbase, that people are now starting to settle into their characters, that the immediate BOOM of brand new PCs in a highly traumatic situation is over, or that the characters in question have perhaps learned a bit and changed.

      There are people claiming how this game is based on some other game, that have not played on this one, taking potshots at the game for fun.

      Staff have asked people to let them know if they're currently having problems on the OOC level that they can address, and have stated pretty clearly that they will not be dictating character attitudes. .

      @surreality I have seen several things done that were people going off by themselves to Do Stuff without staff-alts being involved in even making the suggestion for The Stuff Being Done, so I feel it's safe to say that there is support for folks to go do their awesome thing.

      I'll take this one.

      1. No one is claiming this game is based on another game. There are people referencing storytelling/staffing similarities to a previous game.
      2. No one is taking pot shots at this game for fun. Downplaying people's critique of the game as being some childish trolling tactic is an excellent way to try to negate the things that they're saying, but it's really not a respectful means of doing so.
      3. Not all of the people who have quit did so early, and not all of the people who have shared complaints with people like myself are posting in this thread.

      Here's what you need to understand: There are people that had a negative taste in their mouth due to railroading, cliquish behavior, and difficulties breaking into RP with characters due to a large amount of IC angst that, in their opinion, made icebreaking and getting into the game very difficult.

      I see no reason why we can't treat this politely and respectfully without resorting to OH MY GOD JERRY GIVE ME THE MIC. I NEED TO MAKE A POST ABOUT HOW STUPID THESE PEOPLE ARE. means.

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      If people, due to repetitive assholery, feel they cannot penetrate into the clique, then people will leave.

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      @Admiral said in The 100: The Mush:

      Staff is right and you are wrong. That seems to be what Seraphim73 is trying to relate. Whatever problems you had either weren't problems, or aren't problems anymore.

      Couple that with Seraphim73's character being the star of the game and you've got a recipe for literally every single game run by a married couple ever.

      Right. The main complaints I'm hearing from my friends who have left the game, or former players of this couple's previous endeavor, is that the game is awfully railroady, cliquish, and that the main IC clique is so embroiled with their own enjoyment of the game (as led by staff PC), that complaints get an "I don't know what you're talking about" response, or that the issues people are having with the game are non-issues and are explained by staff as not being issues, which is what we are witnessing in this thread.

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: Cybersphere Nostalgia Thread

      I raise you a cybernetic Morgan Freeman making devil horns with King Diamond. #SoEffingMetal

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: Cybersphere Nostalgia Thread

      @surreality said in Cybersphere Nostalgia Thread:

      I was there around... '97 I think?

      I was a hopeless clueless newbie and highly dumb. I was Mayor Mike, the six-armed stripper chick that ended up elected when the guy who was always mayor didn't feel like doing it for a term and it was open. I promptly ended up having to leave the game due to RL (my grandmother, who raised me, was dying 😕 ) but not before the character got married to someone whose street name she knew -- but not his real name.

      She did not realize his name was Edgar Caine, and that she was now...

      ...Michael Caine.

      Sometimes I love this hobby for the accidental hilarious weirdness.

      Shouldve had a baby named Myko.

      Myko Caine.

      My cocaine.

      #JOKES

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: The 100: The Mush

      From an advertising perspective, what I'm really curious about this game (aside from the earlier question about Grey-Grounder staff romance) is this:

      1. There are two factions. Are there any non-staff PCs in leadership positions who have the freedom to direct their faction as they see fit, or for both factions, are the factions run by staff NPCs/staff PCs, and these faction heads give direction to the PCs?
      2. Have any non-staff PCs been granted the freedom/responsibility to be the inter-faction liaison to perform diplomacy as the player sees fit?
      3. For players who feel they are outside of the clique (and perhaps some who are), what is the response like to +jobs or ideas that direct plot, ot tiny plot, in a direction that the non-staff player sees fit?

      I think ultimately, the question is, is this a game where the non-staff PCs decide the direction of the game, or is this game a conconcted story idea by staff that will require close monitoring and staff-PC plot control to avoid derivation?

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      I said staff being central to plot and doing the diplomatic work. Not staff disseminating roleplay. Keep playing 😉

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      @Arkandel So long as people remember that staff-PCs being central to plots and doing the diplomatic work to disseminate roleplay is accidental 😉

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      What I really wanna know is: Have Grey and a staff-alt Grounder hooked up yet for the inevitable "romance across political line" thing?

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: The 100: The Mush

      Somehow this thread is reminding me of a psych study I read about, where a group of non-criminal civilians was split up into the roles of prisoner and prison guard. The study had to be stopped early because the prison guard roleplayers started to get physical with the prisoners.

      I imagine on a game where the common trope for all characters being "criminal", whether it be falsely accused or not, would also naturally gravitate towards the edgy, brooding, quasi-80s punk bully loner without a cause tropes. For some reason I'm not entirely surprised to see this complaint about the game, because written into the assumed genre, even for the players who have never seen the tv show, would have to assume a degree of antisocial behavior, if even it is brooding due to being falsely accused. Then, add in the teenage trope, which on any given MU always seems to gravitate towards social bullying, underage sex, and drama-mongering.

      People play a facsimile of what they identify these tropes with. Being that the grand majority of us are mistreated nerds who all sought private, non-physical-contact means of social roleplay, I wouldn't doubt we've got a whole gaggle of formerly bullied outcast types and players who feel that urge to rekindle those younger, more teenage freedoms.

      I'm not a player on this game, I think that's pretty clear, but I wouldnt doubt there to be a large number of prison guards in a prison guard clique (and an IC/ooc clique) on a game with a Delinquents faction.

      Are we really surprised about this? Truly?

      posted in Adver-tis-ments
      Ghost
      Ghost
    • RE: Faction-Based Villain Policy Idea

      I think the genre of the game applies, too. In Game of Thrones, being the victim of a villain or facing justice for being one, usually isn't a pretty sight. Whereas Darth Vader's TIE fighter can get beaned and float off into space "CURSE YOU, LUKE SKYWALKERRRRrrrr...."

      How this could be implemented highly revolves around the IC stakes of the game. WoD, Walking Dead, Game of Thrones, etc would require a lot more creativity to determine what kinds of defeat don't equate to death, but if you look closely these genres DO have villains that are defeated, evolve, return, etc.

      posted in Mildly Constructive
      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: Faction-Based Villain Policy Idea

      I think we've been here before @faraday and the conversation (last time) segued into whether or not people are the main character of their own story.

      I apologize if I stirred up a storm, I'm just promoting defeat as being healthy ya knows? I often work defeat/back on horse into when my tabletop players lose.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: Tips on Güd TS

      @silentsophia said in Tips on Güd TS:

      Honestly, the big thing that pisses me off about someone seeking TS is if they ignore 'potential competition'.

      This kind of baffles me when it happens. I try to roleplay through everything. If some male character wants to try to muscle in on my character's girl? I say go right ahead. Roleplay through it. I've had characters cheat on my character with zero OOC drama on my end. But! I've been the male character in a scene getting ICly flirted with by more than one girl at a time and have watched the two female characters outright ignore each other, and I have to admit, that is definitely one of my red flags for both players when that happens. It tells me that there is a chance that both players aren't separating IC from OOC emotion and that I need to pay close attention.

      posted in Mildly Constructive
      Ghost
      Ghost
    • RE: ROGUE: It is coming...

      Note, @Fantom per my villain-based policy idea post, I have decided to pony up and will be aiming to make a villain character on Rogue, one to give protagonist characters a force to bump heads against.

      posted in Adver-tis-ments
      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
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