Abso-fucking-lutely. At some point over the past few years, it feels like the MU zeitgeist went from improv theatre troupe to one-man shows.
Best posts made by Gilette
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RE: Where's your RP at?
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RE: Sensitive cultural/political/religious aspects of game themes.
People generally don't want to provide that IC backlash because there are a lot of players who respond to any level of IC backlash with something like 'what the fuck? why do you hate me? this is a bullshit grudge and i'm going to staff about it - wait, no, i'm just going to say you're a toxic player to everyone i meet!'
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RE: The Apology Thread
Honestly, it's pretty disgusting to see people espousing the virtues of bread but refusing to mention the benefits of toast. Shameful.
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RE: POLL: Super Hero MU Gut Check
@Chet said in POLL: Super Hero MU Gut Check:
The thing you have to remember about superheroes (I picked this up from reading a comic journalism book about the creation of Spider-Man, newsprint innards and all) is that they're written to appeal to bully personalities to trick them into poor tactics, and that supervillains are all written, in the comics, to appeal to bully victims, to give them various avoidances and escapes from the superheroes. Superdickery, the website sadly departed to us now, had all the top contenders for the writer jokes about the people they had heard about either a) trying to be superheroes, b) possible downfall routes for people that a character appealed to, or c) an in-joke about someone that a writer met that looked like a superhero.
For instance, I have chtirophobic conduct disorder RL, that's the Scarecrow, people that make sibilances (whistling, sing-songs, mutters) are sometimes sociopathic, and the chtirophobia (fear of birds) causes it to piss me off. So, I display sociopathic behavior to anyone that tries a sociopathic tactic. I avoided anything remotely resembling psychology in college, and although I got taken down by some Schulzstaffel types, I recovered by writing and going into the arts (I'm attending school for creative writing and fiction, Batman villains are written a certain way so they make you think about going into an authorship, media related, or artistic profession).
what
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RE: POLL: Super Hero MU Gut Check
seriously i need to know if i'm having a stroke that's affected my ability to read or what
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RE: How to Change MUing
Interesting! It does feel a bit ridiculous to be saying 'shit's fucked' to the idea of there being a few thousand players around. Less so, however, when you factor in time zones, schedules, and the fact that I imagine the MU ecosystem is more like a series of independent habitats than something with permeable layers. I mean, we see it here on MSB. There's your WoD players, your Lords and Ladies, your comic-books, and so on.
For example, logging into any MU during my timezone evening, I would be lucky to find maybe 3-4 people who would be active and less so willing to scene.
However, it astounds me that MUs can have so many people on and so few people doing anything.
These days I get all my RP on Champions Online of all places. I think MUs in general could, and should, borrow from conventions of MMO RP more than continue trying to beat the dead horse of tabletop RP (after all, MMO RP is basically MU RP just with a shorter parser and some graphics that no one really considers). MUs are not tabletop games. Tabletop games are, typically, around half a dozen people who have some sort of friendship or connection. MUs are basically randoms trying to herd cats.
Make that as easy as possible.
Generally, my points are what @Rook said. Some of these are with the idea of having less players in mind, others are more general.
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Narrow the RP. While it was alive, I thought Coral Springs was great for this. All characters were members of the same superpowered academy and everything was set around one seaside town. That's enough breadth to allow for just about any concept but enough limits that any other player could know how to interact with any other player.
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A general pushback towards pick-up RP. On a lot of games, there's been an increasing penetration of +scenes code. That is, code that allows players to have access to a schedule that allows them to more easily signal when RP will be happening. A great idea, particularly when involving various timezones, but it often seems to lead to a 'one scene per day' culture. And a culture of people just not logging on if nothing is scheduled. If there is a big push to people becoming passive, I would put this right near the top of possible reasons.
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Push people to go out and RP. The big reason why I RP on CO is that, well, I can log in, hit up the social hub and find 20-30 other people at any one time who are basically down to social RP. From social RP, I might form an OOC chemistry. From there, more detailed RP. Now, it's not necessarily high-quality RP, but that's okay -- and it leads into my next point...
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Dispel the notion that 'more words = better than'. I would rather have a few quick lines to create a tense, exciting back-and-forth dynamic than waiting ten or fifteen minutes for two or three paragraphs. Something verbosity or detail is appreciated, but often it is meaningless. If people can only afford to log in for an hour or two, then there are ways to make it a good hour or two.
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Active staff who model the above behaviors -- without thinking this makes them some kind of martyr. I'd say something like this is key to combatting the players who are lazy or entitled. Like it or not, staff are more than custodians of the server who keep the lights on.
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Truly consider whether XP systems are necessary and beneficial to any particular game. As much as I like having some numbers and stats, there are plenty of games I've played on with XP which I've never ever spent. I think you need a simple system for conflict resolution and that's about it. I would be interested in seeing a MU run with something like the PDQ ruleset.
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Actually utilise the unique aspects of the MU medium. Let players create things, let players affect the world. If people feel a sense of connection, they might be more inclined to stick around and do things. It's one thing to have Generic Bar and it's another to have Generic Bar where it says that my character is the local pool champion, y'know?
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Consider reaching out to other communities to find players. This whole hobby needs a transfusion of new blood and it needed it years ago.
I think the key thing is that this hobby needs to find some way of modernizing itself. That doesn't mean reinventing the wheel but it sure as hell means acknowledging it exists. MU games are a unique art form but they're also basically 20-30 years old, designed in a world of different people, different technology and different expectations.
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RE: Leadership, Spotlight, and PCs of Staffers
This is always an interesting topic.
I run scenes on a constant, consistent basis because I enjoy RP and my timezone makes it very difficult to attend scenes I like the look of (they start at, say, 4:00am my time, for example). So, I run scenes to remain active in the communities I join. However, because of the spotlight thing, my own characters are relegated to background positions which means these characters that I create and/or have to put in applications or be approved inevitably don't end up really doing much.
It sometimes gets to the point where I'd rather just be given a GM bit and let to go wild with NPCs and setting stuff because then I wouldn't feel like my own character is being kept under the stairs, so to speak.
The other thing about the idea that you can't run things for yourself, which is a good rule, is that it runs into issues. Let's say you're on a WoD game and you're playing a mortal detective. You'd like to do some journalism but no one is willing to run it - everyone wants to run Elysium things about the Clan and Covenant political maneuvering. So, what do you do? Do you just sort of ignore your character? Do you run a scene about investigating a spooky murder which is really just for your benefit? Do you page and @mail and +bbpost things until someone bites to run it for you, basically making them give up their time for your development? It's tough. Ideally, staff would be running things like this.
It's a huge problem when people just start running things for themselves because, soon enough, everyone is doing it. But I think it's also a problem when players have to rely on other players to run things for their own characters. I think it's also a problem when all charbits are expected to be Schrodinger's GMs - if I'm a detective, I might not want to also be the entire police department.
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RE: Coming Soon: Arx, After the Reckoning
wait the game that seems to derail almost every thread on MSB on a regular basis has significant problems
well, color me shocked
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RE: Where's your RP at?
It's almost as if there's a big ol' tension between the people who have their own story first in their mind and the people who are more willing to get screwed by a random roll of the dice.
I also think people who are comparing MUs to writing a story or watching a TV show are missing the point. Even appealing to tabletop is a bit odd. A MU is none of those things, not really - it is far closer to improv theatre. In a MU, you're not always the protagonist or the biggest star. Sometimes, your character is the guy who shows up in the background or delivers a key to the person who will Do Things.
I really like surrendering part of my character's agency to the dice or to the whims of other players. This is, however, incresingly hard to find.
What isn't increasingly hard to find are people who, say, taunt a character for half a dozen poses, or even attack them, and then attempt to no-consent out of consequences.
Unfortunately, a lot of players are realising that they can hide behind the banner of Consent-Based Ar Pee when things they don't like happen and there simply aren't enough players who will call them on that selfish, dishonest behavior.
My personal approach to my consent is as follows: Ultimately, my consent trumps anything and everything, which means it is not something I revoke casually. If someone says they want to stab my character out of the blue, I'll allow it, with the understanding that the worst my character will get is a few days in hospital. If my character dies, it will be at a suitably dramatic moment, or because I've grown tired of playing them. PC/PC conflict will always be settled by a mechanical system where possible, simply because it is the fairest way of doing it, and I will not complain about either result - even if I go into it knowing I have a disadvantage.
Multi User Shared Hallucinations aren't, y'know, singular hallucinations. The whole thing falls apart when people forget that the text reality is made up of more than themselves.
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RE: How do you keep OOC lounges from becoming trash?
You can't. Honestly, a lot of games should consider not having them.
What I mean, of course, is not having an 'OOC Lounge'. You might have a Starting Room or a Waiting Room or a OOC Space, but it isn't exactly for talking or hanging out in. If you log on, you should be there to play. I'm not actually sure what the purpose is with these spaces beyond some kind of thought that games must have a place to "hang out."
Or, if you have them, remove the ability to speak and emote.
It's a game first, hang out spot second. There shouldn't really be any rooms that aren't conducive to people logging on and going IC, and an OOC Lounge can be a problem. It's easier to talk in the OOC lounge than it is to scene, after all, and a lot of MUers are nothing if not creatures-of-least-resistance.
Or, if you must have one, you need some way of monitoring what's going on. Whenever I visit an OOC Lounge and see the same people complaining about LOL THIS FUCKING GUY ON LEAGUE or :scoffs at YoutubeCelebrity's Latest Video or giving a play by play of their latest game or LP or whatever else meaningless bullshit that doesn't relate to anything on the actual MU, well...
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RE: The Apology Thread
So, let's follow this train for a bit. If people are only shown these non-pologies, why do we criticise people who are making an honest attempt at an apology, even if it is flawed? Making a good honest apology is practically a skill in and of itself and, a lot of time, it is much more about the spirit of the thing than it is going over it like a lawyer in court.
I mean, particularly given that a lot of people in this hobby probably aren't the most skilled at social niceties.
But, like @tek says, just because someone apologises doesn't mean I have to forgive them. It's not a cure-all. An apology is just a good start and means nothing if change or improvement doesn't come in its wake.
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RE: Reasons why you quit a game...
I can't believe I forgot to mention the LE stuff as an example. While it's certainly within the umbrella of my first dot point, that kind of behavior will have me drop a game immediately. It's a big part of the reason why I can't ever seriously think of going back to MCM. The whole LE thing reads out like some kind of weird farce when you lay it out.
I'd leave a game if I found out Elsa was on staff, too. But it's probably more accurate to say -- along with some of the other things I listed -- that I'd never join a game with those issues in the first place.
Then you betray a lack of understanding on the difference between real spaces and online spaces when it comes to that discussion. For better or worse, online spaces are not restricted by the typical elements -- things like geography or language or peer group association -- that do wonders to constrain ideological/cultural drift.
To use your analogy, no one has ever walked into a punk club and, over time, attracted more of their friends and turned the punk club into a hiphop club by inches and degrees simply because the punk club is the most popular one around.
Multiverse MUSH, to use an example as it has been discussed, is a distinct culture of 'possums' that fell prey to the exact issues described. To illustrate it, MCM was built around a neverending war between two Multiversal 'superfactions' set on and around a superplanet. You could app just about anything but you were expected to adjust for tone and the MCM 'world'.
MCM grew popular whereupon people were joining it because it was something like #6 on MUDStats and promoted a wide scope of playable concepts. These players had little interest in actually engaging with the wider theme and would frequently argue against being required or even expected to do so. This is because they were looking for an active RP location more than they were looking for what MCM was specifically (the same reason why Shang attracts such a wide and varied crowd who seem to also hate the game as a whole*).
While this tension had always been something of an issue (MLP theme), it eventually culminated in things like people making accusations of isolationist 'mini-MUs' among the playerbase and something of a coup from the headwiz. As best can be determined, the coup came down to the first Headwiz wanting the game to get back to its PvP factional roots and was willing to threaten to shut the whole thing down to do so. This resulted in some of the staff establishing a copy on the new, and current, server. This was all kept hush-hush until someone spilled the beans semi-recently, years after it happened.
- -- funnily enough, Shang's big loss of players event (changing the minimum character age) is much closer to the sort of behavior you're saying -- ideological drift over a long period by an increasing number of people due to changing norms (basically gentrification, really) -- as opposed to what is mentioned by that author in particular, which is people joining a community despite not actually caring about what makes it a community beyond a social space.
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RE: The Apology Thread
@ThatGuyThere The allegory of the prisoners in the cave, friend.
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RE: Plotted versus plotless scenes
Personally, the plots I like best and the ones I cherish as tributes to the sheer amazing ability of a MUSH to tell stories are ones that grew organically. Plots that result more like an improvised theatre session than a DM running something.
There's one plot that I always look back on in particular as my most successful. It comes from MCM, about two and a bit years ago.
I was playing the Master Chief and doing a lot of improv coded PVP combat. Due to luck of the system, Chief won every or almost every coded combat scene to the extent that people really wanted to be the one to stop him. We came up with a small plot idea - several members of the antagonist faction decided to lure Chief into a trap, where they ambushed him, grievously wounded him, and stole Cortana. Weeks went by with the Chief doing stuff in the aftermath - investigations, trying to bring down the people who ambushed him, and so on - which eventually culminated in him infiltrating their grid HQ and escaping. It led to some epic rivalries and, eventually, something of a grudging respect epilogue between the Chief and his principal antagonist.
But it's been so long since managing to do anything like this because the idea of a plotted scene these days feels like everything needs to be pinned down in advance, including who is involved, and so everything just feels so railroady. It's something I encountered in other places I dabbled in - this idea that if a scene is 'plotless' (that is, not related to some approved plot) then it is pointless and that's always annoyed me.
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RE: Policies
I don't think there's anything wrong with a policy that points out actions taken against a player, like on a bboard. Even if it is as simple as: [Charbit] has been [punished] for [time period] due to [reason that breaks policy]. It is not for the purpose of recrimination or anything like that, but more to illustrate a decision made and to promote transparency over the activities of staff.
But this is mainly because I think the idea of not making punishments publicly known (supposedly to avoid dogpiles) is more to protect the actions and behavior of bad staff.
I'm not sure what policies would turn me away. Like @Ganymede, I'm generally not a fan of providing information. I like seeing a policy that basically says 'TS is fine but keep it to yourself'. If TS is allowed, however, I do not think there should be any characters there below the age of consent.
I think the post @surreality made, about telling other players that it is not their business to play MUSH sheriff is a good one, too. This seems like it needs to be more directly mentioned than it used to be given the prevalence of automatic scene loggers.
I think good MU* policies should be built around fairness, equity and transparency.
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RE: Where's your RP at?
Because characters are name-recognition. Characters are a list of cool things you have done and can do. Characters are things you circlejerk with and build cliques around. Characters are things you identify with just a touch too closely because your life sucks and you need an escape.
Killing them or retiring them, even when they are well past their date to do so, kind of stops that sort of thing. I've always been a firm believer in retiring/killing characters once there story has been run out. When I find people who've been playing the same character for, say, more than three years... it just blows my mind.
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RE: Where's your RP at?
@faraday said in Where's your RP at?:
And then sometimes you have a story in mind. Not the game's story, your story. Some arc that you want to do with the character.
Speaking personally, I've always thought this approach was a very bad idea. Like, anything beyond a very general outline tends to make RP this weird thing where you're just... watching someone develop their own arc.
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RE: All Original Supers Game
It's unfortunately pretty dead at the moment. It was super active when I joined around November but all of a sudden things just stopped. I think it's one of those things where a small number of players were playing an absolute heap of PCs.
It was a pretty nice place, too.
I'd love a Supers MU that was not Marvel or DC and was a good old fashioned grab bag world. Have your animal people, your aliens, your robots, your teenage super academy, your global best of the best league, and so on.
The only problem with it is sketching out a superpowered theme/world gets ridiculously hard to keep anyway realistic or grounded. So, I'd say just do the bare minimum to make it work on the world and encourage players to not go pulling at the threads of worldbuilding and so on.
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RE: Where's your RP at?
@ThatGuyThere said in Where's your RP at?:
Honestly most of the time these days I pick a game because it is a place to play the character I wanted to play, more than for the game itself.
This is kind of the whole problem. "I'm not here for the game, I'm here because it's the only place I can play my particular snowflake."
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RE: PC antagonism done right
I love playing antagonistic characters, from flat-out bad dudes to edgy 'dark knight' types within groups of shining heroes. I agree with a lot of what @Lisse24 said. I've usually recieved a lot of good words about how I play antagonists, so, I think I can provide some helpful guidelines.
On the player level:
*Clarify, check and disclaim - you need people to be comfortable around you and understand that you are playing a character. This means you may need to be more friendly OOCly than you normally are!
*Be willing to lose. If you're not doing this, then you have no business doing any sort of PvP conflict, even on a sandbox MU.
*Be willing to jump in to all sorts of ideas. Your antagonist needs to be able to do multiple things and you, the player, need to be able to quickly think on your feet to come up with reasons why they might be, one day, robbing a bank and, the next day, fighting for mutant rights and, the day after that, trying to blow up New York, for example.
*Your antagonist has a shelf-life and will need to be defeated at some point. An intense antagonist who does a strong 2-3 months of RP and goes out with a bang will be remembered more fondly than one who exists for years and does very little beyond seem to be a prick to people.
*What does your antagonist want? Are they willing to compromise? Every antagonist is just the hero of their own story.
*Dangle hooks in front of the more heroic types. Whether that's the secret of pushing through your anti-hero's edgy exterior, or the first seeds of defeating your evil villain, dangle those damn hooks with the fury of a thousand suns because a lot of good guy players are incredibly dull and need to be led like a horse to water. A lot of my antagonism hinges on a bit of clever, fun 'metaposing'. The Dark Lord laughs behind his helm, glowing scepter held aloft! "With this power, I will be invincible!" The power that radiates from his incredible power gem at the head of his scepter is incalculable, but, surely not invincible! If only he wasn't holding that scepter...
*Similarly, build plots around players. Reach out to players and find out what they want or might be looking for. Maybe there's someone who wants to have an NPC taken hostage, or someone who wants to get badly beaten down, or someone who wants to put their character through a test of their character, but you need to do the looking.
*This one is more for anti-hero edgy antagonist heroes, but: have an off-switch and an understanding that you can't be on all the time. A lot of the time, you need to shut your mouth unless your comments will heighten the drama or be particularly relevant. An anti-hero with a sarcastic biting wit can be a lot of fun, but it becomes less fun when they're always doing it, day in and day out, and it seems like it's a vehicle for the player to be a snarky asshole.A lot of it is very similar to what @Ghost said, really.