What ever you choose to call it, you are willfully ignorant if you havn't noticed how OOCly emotionally invested most MU* players get with their TS partners and while generalisations are unfair, it is easy to see why players would think staffers that TS players are emotionally invested in those players.
Best posts made by Groth
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RE: Difference between an NPC and a Staff PC?
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RE: Cyberrun
@surreality said in Cyberrun:
he keeps making the option available based on some kind of freedom of expression grounds
There's some things I feel quite free expressing I would rather people not so freely express, this being one of them.
Yeah, I agree with you. I would prefer if he enforced adult bodies however I'm willing to ignore that the option exists so long as I don't have to deal with them. One of the advantages Cyberrun has over his previous game Haven is that since the game is entirely consensual it's easy to avoid people you think are disgusting and just focus on the parts of the game you enjoy.
If nothing else I think that the game shows you can create some pretty decent cyberpunk without making things excessively complicated and maybe someone will use it as inspiration to make a cyberpunk game without the peddo baiting.
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RE: Cyberrun
@Ghost
The X-Profile contains fetlife style preferences, the scenes you are offering as well as whatever 'restricted' IC information the player feels like adding.According to the creator the game isnt a sex game for beta testing but rather it is a sex game because the creator wanted to try something completely new with the Web interface and since it would take several years to create a compete game he made it into a sex game since those do not need game mechanics.
He estimates it took him about a year to code Cyberrun as is and it would take up to 4 years to create something mechanically on par with his other game.
However I think he underestimates the amount of people who just want to play cyberpunk even if theres no rules.
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RE: Cyberrun
I entirely disagree. "This game allows players to play underage characters without any sort of 'do not TS with them' restriction" is something that should be brought up in its advertising thread.
I'd even question whether such places should be advertised here at all.
One of the peculiarities the game creator has is that he wants his games to be unmoderated, that nothing aside from the code should determine what can happen in the game and that means there can be no behavioral rules because they require value judgements from Staff.
While I can appreciate the sentiment I think his extreme stance hurts the community around his games since without an adult in the room to enforce basic decency things have a tendency to devolve into blatant bullying to get rid of undesirables.
That said the reason I advertised the game is that skew aside it's an interesting take on the genre and thought it would be interesting for people here to take a look at even if they dont want to play it.
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RE: What game system would you prefer for a big-tent nWoD project?
I think that rather then 1e vs 2e, I would like to see a nWoD project that implements their own entirely custom ruleset that's designed for MU* from the ground up rather then a hacky implementation of a tabletop system.
You're going to have to come up with countless house rules for XP progression, mental powers on PCs, power economy etc anyhow so why not do it thoroughly?
When it comes to XP progression, what I do like about beats is that because each beat is justified, it means you can look at your own beat history and it provides a nice little timeline of what your character has been doing.
@Arkandel said in What game system would you prefer for a big-tent nWoD project?:
XP is not the problem. It's a paper tiger. It's idleness that kills game after game. This cannot be fixed via systemic changes, it requires active recruitment of STs and promoting those plots aggressively.
I don't think ST run plots are quite that required. As RfK showed while it was around and Arx is demonstrating right now, you can really drive a lot of RP by giving players the feeling they're controlling some aspect of the game world and get to engage in some amount of meaningful politics with eachother over it. It does require you to have people willing to set up a large amount of code for you however.
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RE: What game system would you prefer for a big-tent nWoD project?
@Arkandel said in What game system would you prefer for a big-tent nWoD project?:
Do not underestimate the effect regularly having 60+ active players around has on being able to find stuff to do.
That's not the case for most nWoD games which peak in... the 40s range? And usually have 20-30 players on.
See the issue isn't whether there's a ST explicitly tossing plot around. It's the idea that players know in advance plot is available and, more importantly, when it will happen. There's a time and a place involved, so if they show up they are going to participate in... something.
In my opinion that kind of pre-scheduled 'plot scene' is almost universally horrible for everyone involved because it's just too many players in the same place at the same time. Unless the game is extremely small, I think it makes more sense to handle the plot like Arx does it where it by and large happens discreetly through bluebooking, private scenes and story emits.
Many nWoD games are caught in a perpetuating trap of mutually assured inactivity when you log on, look around, find nothing to do and go idle (or log off) then I log on, look around... and so on.
Limiting XP doesn't do anything positive and it might even damage their potential by placing the upper half of cool powers out of reach for the first few months on MU* which effectively won't last for that long anyway.
Aspirations don't fix it either because although they are organic they require interesting RP to be happening in the first place whereas PrPs both generate and reward RP at the same time.
While it sounds attractive to have all the 'cool powers' I think that it isn't really great for the game for everyone to run around with enormous powers. It makes it much harder to create engaging plotlines and ensure that the local setting makes some amount of sense. World of Darkness works a lot better as a MU* when players are on the lower end of the power scale imho.
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RE: What game system would you prefer for a big-tent nWoD project?
@Livia
The way RFK handled those beats was pretty manageable.
https://requiemforkingsmouth.fandom.com/wiki/Character_AdvancementI will always advocate towards tuning the system to work better for a MUSH then copying the TT rules straight.
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RE: Model Policies?
@Apos said in Model Policies?:
. To me they are an artifact of bygone times when the player base was made up of a majority of people with way more time, way less obligations IRL, and way more energy.
I think OOC rooms are more of an artifact of the way the average MUSH grid is designed. I don't believe they were ever intended to be anything but a storage for character bits which were not 'in character' and the fact you could chat in the OOC room is mostly a consequence of the fact the admin never bothered disabling talking in the ooc room.