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    2. JaySherman
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    Posts made by JaySherman

    • RE: Old Yeller

      The game's running for free, so it costs me nothing.

      The issue is that the game's population has dwindled into a group of people who are only logging in to harass the remaining staff and fight with each other. It has collected all the banned players from previous dead MU*s of the same theme, and they have decided to re-engage in their Hatfield-McCoy blood feuds. There is no RP here, only people who believe their hurt feelings demand someone be axed.

      @TNP said in Old Yeller:

      If not, what's it really matter? You could also make the active players new staff and give the place to them.

      None of the players have staff experience, capability or temperament for the job.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • Old Yeller

      When is it appropriate to close a game? Not just one that's dead and collecting dust - but one that still has players on it? IS it appropriate to close a game when there are still players on it? Have any of you had to put down a MU* like ol' Yeller?

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Storytelling

      @Ganymede said:

      I attribute this to the movement of games away from rewarding players for just being out and RPing. Most games have opted for a flat-XP increase, with activity-XP increases based on PRP involvement and running.

      I also attribute the aging/maturing of the hobby's participants. After a full day of work, my mind would like a little break. With kids, my patience is limited. So, there are fewer people willing to gin up NPCs, PRPs, and other plottage on a nightly basis.

      This is likely the case. Curse those RL responsibilities. 🙂

      I realize that the ability to be on and investigate crap 24/7 is not the case any longer for the vast majority of RPers. I suppose my motivation to gin up RP out of anything and keep IC exploration/interaction going, even when it's only a few hours a week, has remained a habit.

      This is going to sound pretty retarded but I have a small notebook where I'll jot down things like 'Talk to Captain Bargle about his first mate plotting to kill him' and then just get to that whenever I have time online.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Storytelling

      @Arkandel said:

      As far as I'm concerned the actual benefit of ST-ran scenes is in the fallout afterwards, in the cascading effect of letting the ripples of these big things reach different aspects of your IC existence - letting your friends now, manoeuvring politically to rally support from allies, etc. And it's absolutely in the enrichment of your character's existent through these new events since no matter what great chemistry I sometimes have with others renewal is essential or sooner or later we'll sit down and have that talk again. In a vacuum plot-lines eventually become incestuous, they get recycled. They need refreshing.

      The fallout effect was pretty much the entirety of many games I played on in the past, in which there were no STs, period, only players interacting with each other and letting whatever happened, happen. This was pre-wiki, pre-log-posting, pre-board-post-TPS-reports, in which the only way anyone knew what happened was if someone else ICly talked about it. The lack of OOC awareness of plot created much more RP, because scenes such as "report to the crime boss about the shooting down town" was absolutely necessary.

      I sometimes wonder if there isn't a psychological disconnect of interest in playing out mundane IC hobknobbing/reporting/manuevering due to the amount of OOC knowledge of what's happened IC. It almost seems as if once people have read the log of Uperman vs Fratman - Destroy Citytown!!, the knowledge is 'out there' and there's a sense of redundancy in investigating it or talking about it ICly.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: The Flame of Darkness (Marvel Universe RP Game)

      I've jumped on. So far, fast application process, friendly people, and no one writes poses like they think it's facebook or twitter. I'm enjoying a refreshing break from the usual drama and so far, my RP partners have been quality. Plenty of thought put into poses and I'm enjoying the attention to detail and plausibility. Initial impression: Good!

      One of these days I will have to break out the Shermometer.

      RE: MOO code - reminds me of working with MUF. And not in a good way. The only suggestion I can make regarding translation between MUSH/MUX and MOO is to include some kind of easily accessed index of softcoded commands. As long as we have a cheatsheet of available commands it should be easy to bootstrap in.

      posted in Adver-tis-ments
      JaySherman
      JaySherman
    • RE: Looking for play testers for text-based strategy game called Imperium

      This looks like fun. I'll have to give a try later tonight!

      posted in Adver-tis-ments
      JaySherman
      JaySherman
    • RE: MU-Gateway.com

      @Kosh Well, I stopped logging in years ago. I don't know if he ever logs in and talks to anyone these days, but when he tossed me that staff bit, he talked to me all of twice before evaporating for a couple of months. I just gave up and stopped logging in; I had other things to do and a game to run.

      posted in MU Questions & Requests
      JaySherman
      JaySherman
    • RE: MU-Gateway.com

      @Kosh He made me a staffer there out of the blue for events planning. When I asked him for details on what sort of events he had in mind, and if there was any procedure for running and planning them, I never got information back. Ever. He just threw me a bit and vaporized.

      Haven't been on there in years.

      posted in MU Questions & Requests
      JaySherman
      JaySherman
    • RE: RL Anger

      @TNP That one was on BadFanfiction.net. I used to love reading the selections there because they were Ed Wood levels of hilariously awful. Stuff like 'Agony in Pink' or The Matrix: Rearloaded or Arcee does Hulk Hogan.

      posted in Tastes Less Game'y
      JaySherman
      JaySherman
    • RE: RL Anger

      Writing decent attempts at a fan novel only to have dust bunnies float by while Starscream-Megatron Rape Mpreg Sparkling Estrus Gangbang MLP crossovers get 10,000,000 reads.

      posted in Tastes Less Game'y
      JaySherman
      JaySherman
    • RE: [REQUEST] Comprehensive MUSH experience

      @Roz I have roleplayed with someone who was a professional writer, and this is absolutely true. I'd have to wait upwards of 45-90 minutes per pose, and the poses would break the buffer on the game. They were great to read but often were jammed with what was going on his character's head, or the environment around him, which had almost nothing to do with the actual action of the pose. And oh my word would he powergame. He just expected us to come up with an equally powergamey response to undo his original power gaming.

      When I asked him if he could cut his poses shorter for purposes of time management (it took us a week to finish a single scene), he got hyper offended that I would interfere with his art and left.

      posted in MU Questions & Requests
      JaySherman
      JaySherman
    • RE: Fitness and Whatnot

      @Luna said:

      @JaySherman Isn't that just the worst?! I eat under my BMR though and never eat back exercise calories. I went from morbidly obese (the shame and horror!!!) to now just 20 over weight. 70 pounds and counting! You can do it! My final goal is 30 pounds away!

      https://instagram.com/p/120nwtG0Dl/

      Amazing. Keep going! 🙂

      posted in Tastes Less Game'y
      JaySherman
      JaySherman
    • RE: Fitness and Whatnot

      I just started trying to eliminate my paunch last Friday. I think it was doing a weightloss set on a bike in the gym that had a calorie counter that changed my mindset on a lot of things. I sat there and stared at it: 30 minutes on a 6 mile 'ride' and I'd only burned about 150 calories. I can eat 150 calories in seconds with handfuls of junk food.

      I find it hard not to start looking at how much energy is going into me on a daily basis now. Wish me luck, I have forty pounds to drop.

      posted in Tastes Less Game'y
      JaySherman
      JaySherman
    • RE: Transformers

      galaxy.silvren.com:1984

      Feel free to view it in all its alpha-testing ignominy. n_n r

      If any of you are old hands at mush design, I'll happily accept advice.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Transformers

      @Ganymede In the old Marvel G1 Transformers comics, yes. Straxus was lord over Polyhex and his lieutenants were the Insecticons and the cone-head Seekers. We have the lower smelting pools of Polyhex but Shockwave isn't overseeing those. Yet.

      IDW Transformers has a different set of origins for everything; the Decepticons started out as a political movement against a corrupt Senate, where as the Autobots were usually the police and blue collar workers who had no idea how corrupt the government actually was. The author of the two series we draw from (MTMTE/RiD) modeled pre-war Cybertron on the Roman Empire prior to its fall, and the Decepticon movement is HEAVILY based on the Bolshevik revolution. You could think of it as Optimus Prime being a George Washington/Simon Bolivar where as Megatron is Stalin or Mao.

      The series covers some weightier topics than Prime shooting an oversized basketball into a hoop while leaping over Tracks. As such, the game has run with more political intrigue, ideological tensions, and horrible state-sponsored mental abuse ("personality adjustments" via programmed lobotomies). It's more of a crapsack world/cynicism theme. IDW loves its minor characters though, especially from the old G1 Marvel comic.

      These links should give you a quick idea of the 'feel' of what the theme's like.

      MTMTE 39 Preview Page 1
      MTMTE 39 Preview Page 2
      MTMTE 39 Preview Page 3
      MTMTE 39 Preview Page 4
      MTMTE 39 Preview Page 5

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Transformers

      @Silver said:

      Can we RP this scene?

      I think our Shockwave might actually want to do this. I mean, on the former TF game he staffed on, one of the Female Autobots' quote in profile was "You can't shoot for sh!t, Shockwave!" Heaven help me if we can't have fun once in awhile. 🙂

      I think the worst it's gotten as far as goofy content is Whirl poledancing in an engex bar on a dare and using his claws to pinch his chest guns while staring unblinking at Thundercracker. The response was pretty much this.

      (I make no guarantees about Kup's renaming.)

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Transformers

      RiD is getting finished up over the summer. We're set at the beginning of the Autobot-Decepticon war on Cybertron, with a mix of IDW Transformers, the War for Cybertron/Fall of Cybertron games and some of Hasbro's newer Alignedverse continuity. We're aiming for 'Classic Transformers for Grownups', and we're adapting James Kerr's TF: RPG sourcebook for some of the play mechanics, barring maps and weapon ranges.

      If you want to jump into a G1 setting that's already settled and get going right away, TF:Universe is probably your best bet - if you don't mind GI Joes mixed into the fray.

      I haven't been as active as I'd like on TF: Lost and Found but my experience has been that it's focused on interpersonal relationships with a smattering of adventure planned out every so often. It's a pretty relaxed pace.

      Mine's up and running but we're in Alpha, so there's a chance you might end up with incomplete combat code, rule amendments as loopholes are discovered and closed, etc.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Character Woes

      @HelloRaptor said:

      @Arkandel

      My favorite characters have always been flukes.

      Much the same here, though not always. But a number of the characters I've had the most fun with started out as either joke concepts (lol somebody should make a blah blah blah) or one-offs who were intended to get killed off or written out within a few months while I waited to play what I really wanted to play. Maybe not exactly what you meant, but still, flukes.

      This so much. And boy it sucks when you have to follow through and off them.

      posted in Mildly Constructive
      JaySherman
      JaySherman
    • RE: Game of Bones

      I have no idea why people are complaining about that scene, considering everything else that has happened in that entire show. "More of this delicious baby sandwich please -- WAIT, YOU LEFT IN THE EYES? THAT WAS UNNECESSARY AND AWFUL, I WILL NEVER EAT BABY SANDWICHES FROM HERE AGAIN."

      Also checking out the game. 😄 Sounds interesting.

      posted in Adver-tis-ments
      JaySherman
      JaySherman
    • RE: Staffing Philosophy: Action vs Procedure

      @il-volpe said:

      @Roz said:

      I believe strongly that the appearance of fairness is just as important as fairness in practice.

      Is this even possible? I had someone, very courteously and with the best intention of helping me not to suck, inform me that I shouldn't make policies to benefit my friends. In response to a change that everyone hated short-term, because it spread out stat points and effectively weakened all characters. And which my friend, whom they believed I was benefiting with the change, bitched about more than anyone. (Likely because, being my friend, he felt safe to bitch.)

      I had somebody post on WORA about how I refused to ban someone because I 'wanted her to like' me while I was willing to ban others. The actual difference was not that I cared especially if non-banned player liked me, but that she actually corrected her irritating behaviors, and then produced other ones due to an inability to generalize, while those I banned refused to accept and comply with my rulings.

      The whole balance of transparency vs privacy seems to lead to people accusing one of unfairness. Either that or one has to make any discussion one has with a player about any unwelcome behavior some sort of ugly free-for-all town-hall-meeting thing, which I am not about to do.

      Agreed. It all boils down to perception. I work with a policy of having minor things (like violating channel ratings) dealt with in private through pages, especially with first time violators, because it gives them a chance to correct themselves without some big board post about "THIS BEHAVIOR IS NOT TOLERATED YOU KNOW WHO YOU ARE" or other forms of public chastisement. It works well for the people being corrected; they get a chance to not look like a turd in front of others. This practice, however has generated players who have done something worthy of being called out in public complain bitterly to me about how I "don't correct other people as harshly as them" and others still who complain to me about how I "never enforce the rules" simply because they don't see it openly.

      I've come to see in the last few months that being hung up on the appearance of fairness has actually hamstrung me from doing what flat out needs to be done.

      Perception issues are the same reason I hate the "don't be a dick" rule I see on some games. It is precisely because what constitutes being a "dick" varies from staffer to staffer, game to game, and it can be interpreted to whatever that staffer wants it to mean at the time. "I'm mad at you because you had a valid point in your argument on my policy change so you're a dick. Banned". I think I'd much rather see "I reserve the right to ban you at any time for whatever reason I feel like." It's the unstated bedrock truth of any game, really, but this is refreshingly honest and upfront (and will warn me ahead of time of what kind of emotionally-driven, weaselicious staff decisions said game administration will be making).

      I am in full agreement with @Derp: Know the exact scope of the problem that you're attempting to address, and craft a rule based on that scope. Hold people to a clearly stated set of rules and expectations, give a fair warning whenever possible, and then act. The documentation concept is a really good idea - I think I'll implement that on my own game.

      @Derp said:

      I've heard complaints by staffers to the effect of "Well, we don't feel like making everything public." This is also poor form. It's a public game, in most instances. You don't have to divulge every dirty secret that happens behind the ST screen (for instance, player names can be changed to protect the innocent or not-so-innocent), but the methodologies employed should absolutely be visible. Staffers also like to sometimes use the idea that players will reject the reasoning of the rule, and so not make those details public. I find this equally silly. Players are intelligent, and they are as invested and well-versed in the game as the staff is. Sometimes even moreso. . Those processes should be open to player review if for no other reason than it is perfectly likely that one of your players could craft a better alternative than the one that the staffers did. This is not something to be feared. This is something to be encouraged. This means that your players are active, participatory, and feel like they have the power to make real contributions to the gaming environment. That is an excellent way to encourage player participation.

      I absolutely love this and agree, I've tried to do it, but I think this only works on certain game themes. With nWoD/WoD, you're all playing by the same ruleset and the same expectations, and you attract a specific kind of player who is naturally invested in making the game better - they probably tabletop at home with friends. There are other game themes in which the players attracted are expecting you to create a kind of World of Warcraft MMO, where they log in to perform "raids" in play and little else, and they have nothing to contribute to the decision-making process even if you strap them into a chair and try to force suggestions out of them. They're otherwise active, following the rules and enjoying themselves, but forget asking them for better ideas. They don't have any.

      posted in MU Questions & Requests
      JaySherman
      JaySherman
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