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    2. kk
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    Posts made by kk

    • RE: How can we incentivize IC failure?

      I think one of the main things that can help players deal with negative consequences can be trust in staff.

      I am on a game where I trust staff. That trust in staff makes not winning much easier for me than on some other past games. I am not saying staff there is perfect, no staff is every going to be perfect if they are human anyways.

      But feeling like they intend to tell an engaging fair story makes it easier to deal and roll with the punches.

      A storyline that has no failure would get boring pretty quickly. There is a reason why sandboxy everyone is happy and there is no conflict or competition games get boring super quick.

      On games were staff has breached trust not only do I find failure a lot more annoying, but I am also much less impressed with the success of others, I feel much more grumpy about celebrating/rewarding success and I tend to give up even trying to succeed if I know the dice are loaded to speak.

      I will never forget this guy pouting up a storm when people oocly refused to engage in scenes celebrating their amazing hero moments when we all believed with very good reasons and evidence that staff was making sure the won/spotlighted/couldn't fail and etc.

      I was thinking staff can make sure this person always spotlight everything, but they can't hold a gun to our heads and force us to rp worshipping their chosen/destined hero.

      So Tldr: if people trust that staff is fair than a lot of players will be chill, have fun with failure. But one break in the trust can ruin this - such as finding out staff favorites get huge xp gifts and etc.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      Kinds of failure that suck.

      1. Failure that actually is or is perceived to be fully or partly because of unfair advantage given by staff. Such as failing to someone who was being large amounts of cakey xp by staff, had secret special powers, were boosted up by npcs and etc.

      2. Failure at the one thing someone's characters does mainly because of unlucky dice to a degree that it makes seem storyline wise that one's character is not expert healer, chef, whatever.

      3. Failure that was evitable because of impossibly hard dice rolls. Although if that task was really almost impossible than this is fine imo. But if if the dice roll asked for was basically impossible to make, but the task trying to do was basic/easy that sucks. I have seen this before.

      4. Huge risk, almost no reward failures. Such as having huge terrible consequences for failing, but if one succeeded it wouldn't have been much of a reward. Getting maimed fighting a super powerful demon is epic and a good hero moment worth the risk to many. Getting perm wounds/maimed tripping over a log in the forest sucks. I have seen this huge risk/basically no rewards from storytellers before.

      5. Failure that leads to lost rp opportunities, such as not being taken on plotline, meetings and etc. These happen, but it they understandably can be super disappointing.

      On the other hand...It is also annoying when failure rp is dealt with badly or even sometimes when there is huge reward/no risk

      1. people who fail at something small or unimportant, but act like their world is ending - I admit I might have done this before myself!

      2. People who make up excuses for all the reasons their character failed which wasn't just that they failed! It was everything but my character's doing that they failed!

      3. People who are bitchy to the gm/storyteller when they fail.

      4. Cakey plotlines for friends which have massive rewards/but zero risk, especially if metaplot staring scenes and etc. I don't mind cakey small scope prps for friends though as these generally don't have huge rewards and are generally not competitive with the rest of the game.

      And the best way to fail!

      Rp it well. Make it fun for others. Don't make a big deal about it and carry on. Pose and rp that one's character did fail and roll with the punches.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @arkandel

      The biggest thing to mitigate defeat on a mush I think would be. Such as a player losing a title of importance another character.

      -Staff running running plotline and including defeated characters in plot.

      -Players continuing to welcome and rp with characters who been defeated (cannot be regulated or commanded, only suggested)

      -The player who is defeated being positive, non-pouty and continuing to seek rp. As the rejected feeling of being defeated can sometimes lead mushers to be their own worse enemies.

      -Leaders delegating plot and rp to non-leaders

      -Creating more titles or sub commanders under commanders
      to make more room for characters to have titles/jobs etc on the game.

      -Having plot and adventure that is specifically designed for people who are lesser importance to do. Oh, we cannot risk our leaders on this dangerous mission, any no leaders want to volunteer and step up?

      -Having leaders who rp with non leaders, including people who might be their ic competition.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @lucidmaus

      Yeah, agree with a lot of that and that is something to consider there is different kinds of failure.

      Failure that is fully for ic reasons is easier to deal with imo that failure that is because of ooc politics. Such as being passed over for a position or plot one worked super hard on for someone who didn't put in much effort, but is favored by the right group ooc.

      And def failures have levels. Such as failing a roll in a club and tripping in amusing pose vs failing and losing one's character to final death.

      And there is failing at something might expect their character to fail at, such as a combat monkey flailing a social charm the npc role vs a social character who that was all they do and their one chance to shine on this plot arc failing at such.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @arkandel

      Yeah that was kind of my point. I don't differ from her point.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @faraday
      I prefer for every character to have a chance to be central as well. I just mean that such is not generally the case, not that it shouldn't be. I don't know how to make it the case and am content often with not being central personally.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @arkandel

      Yeah, it cannot be enforced. But it is something that as singular players we can look at improve upon. But I think you were more looking at what mechanics could be in place to improve things.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @faraday

      Yeah, to each player their character is the center of their story. They are the character who is in every scene and etc.

      But not every character is the center of the over arching storyline.

      Some players are fine with that and don't even want to be central. On my current active characters my characters are minions/support characters and etc and that is intentional..

      But in the past I def found it hard when a character wasn't designed as support/minion and was locked out of big deal things or passed up for positions. I also found that sometimes after getting the big deal position, it wasn't all that I thought it would be.

      And who is the star shifts on mushes and probably should shift around, so it it not always the same characters who are staring in the plotlines.

      I found that people enjoy my minions and helpers just as much if not more than when I play more central characters.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      @arkandel

      I think that looking at importance as ic importance instead of ooc importance is a good first step. It is common on games to see ic rank as ooc rank on a game and also see ic rank as access to plot.

      If there is plenty of action for the lower level characters or non ranked characters than getting a position is less of a big deal.

      There is also just getting over feelings of rejection about not being as important and playing on and finding one's own fun. If one is having fun, storylines, prp, people will seek them for rp even if they are not in the circle of importance.

      As players we could all help out a bit by showing attention/interest/giving rp to characters who don't hold important rank.

      I sometimes notice that a highly ranked character giving sub-par rp in a scene might get way more attention than a lower ranked character who is rping their heart out.

      Also always good to remember grass is greener o the other side. Being highly ranked can be rewarded with more attention, more info and more plot. But being lesser ranked is often rewarded with less drama, more freedom and more time to pursue the rp one wants to the most.

      posted in Reviews and Debates
      kk
      kk
    • RE: How can we incentivize IC failure?

      I have had issues where people don't understand that playing out certain flaws gives more fun to everyone. Certain flaws. There are some sorts of flaws such as being racist which are imo better of avoided.

      But if everyone is perfect there is not much of a story and the only real conflict is from outside sources as well as different viewpoints of what perfect is.

      And many people prefer rp with non perfect characters.

      One of the most popular peeps for rp in my current group is a deeply flawed character because people love the drama and excitement he brings to the scene and people also love how chill the player is and ooc aware he is of his character's flaws and how wiling he is to roll with the consequences of this character's flaws.

      I play a character who has a hard time dealing with scars/wounds etc and I actually was given a hard time for that ooc until it was explained to another player (well meaning player who just didn't get it) that the play of the scarred character appreciated my character's reactions oocly and we rping this by consent. And that irl I was a nurse used to wound care, wound vacs and etc who doesn't share my character's flaw.

      But so long as the flaw being played isn't like racism and etc - I feel like we all should take flaws ic and understand that flawed characters are sometimes the most fun characters for others to interact with. Characters are also complex, one flaw doesn't make a character totally evil.

      posted in Reviews and Debates
      kk
      kk
    • Don't Join Discord Servers!!!

      Some mushers got their discord accounts hacked. What happens is they click on a invite to join a severer and scan to verify they are human ad then this gives someone else the ability to log into their discord account and spam all their friends with servers.

      So maybe too late!

      But if you get requests to join servers, I wouldn't join right and def don't verify and scan any codes.

      posted in Mildly Constructive
      kk
      kk
    • RE: Gardens!

      @kk

      Oh and I am attracting lots of bees, which makes me happy, I have little houses for them and stuff too.

      posted in Tastes Less Game'y
      kk
      kk
    • RE: Gardens!

      @devrex

      It is a lot of work ,but good work that de-stresses and gets me outside. That isn't even all of it, its a crazy epic undertaking. Most is from seed.

      I got three giant raised beds made of old wood someone was giving away, then I got a garden by the fence for pole beans and stuff to grow up the fence which is lined in cinder blocks and in the blocks are herbs planted. Then I got a shade in ground garden behind the raised beds. And I got another garden along another fence that I am doing the three sisters on. I have a smaller raised bed with a bean trellis that I don't think I got in the pictures. I have a container garden in front.

      When I get time..we will see if it happens for reals!

      I am will plant on the side of the house and out in the public owned alleyway hehe. People do that here for corn and stuff. Then I have all this stone and want to build some new raised beds, but it is a lot of work and I work a lot. I collected the stone from peeps who didn't want it for free, since stone and stuff is so expensive, but I got mixmatched stone around my yard in wild profusion, allegedly going to be part of future projects. If I lived an HOA I would be kicked out.

      I am harvesting from it daily now - and getting daily veggies! Right now just cool weather things like radishes, peas (I planted so many peas I had to buy seeds from farm supply cause the little packets wouldn't cut it!), lettuce, spinach, brocolli it.

      I planted so many peas to help renew the soil for whatever I put there next, but I got like wild tangles of peas

      Then I sort of hate to weed and I have lots of plants that reseeded from last year and I massive intrecrop, so it is total chaos but more food productive than the more orderly gardens.

      It is organic and I do pest control with companion planting and etc, so the chaos actually helps it, confuses the pests and mixes up the plants.

      posted in Tastes Less Game'y
      kk
      kk
    • RE: Gardens!

      https://imgur.com/a/oQ8ADst

      garden that survived the storm!

      posted in Tastes Less Game'y
      kk
      kk
    • RE: Places Code Pros and Cons

      I do like places code on games as it allows one to have private rp while in a larger scene and to still be part of that scene. It also can increase a build without increasing the number rooms. Such as one can have a place that is a a kitchen as part of a house build and etc.

      Playing on liberation recently without places which is something I am not used to has given me more a look at the pluses of no places and there is one really big plus.

      It can lead to a more social everyone is welcome to pose and participate in the roleplaying happening kind of setting. This words best when in small to moderate sized scenes, but in really large scenes I think the cutting back on spam is more valuable.

      Liberation does have a spotlight system where one can make a scene on the grid private. Yellow scenes are can join if invited and they can see your ooc talk. Red scenes are invite only and they cannot see your ooc talk. One is allowed to ask to join a yellow scene, but cannot ask to join a red scene.

      This works pretty well although I am def way too shy to ask to join a yellow scene and if I see people are in a yellow scene I just walk on by and don't bother to ask!

      I like the spotlight system and I admit that times no places has encouraged rp, but still I would like places especially for big scenes.

      posted in Mildly Constructive
      kk
      kk
    • RE: Too Much

      @ghost

      There is always time...one can go back to mushing and do that!

      It is never to late to follow your dreams.

      posted in Mildly Constructive
      kk
      kk
    • RE: Positivity Going Forward...

      What will be will be. I am exhausted with life at the moment and not sure I have any great words of wisdom on this all, but I will try, because why not, what could possibly go wrong from posting on MSB!

      IMO a more positive town square with less personal attacks is a very good thing. While some attacks were certainly justified the temptation to strike pettily could be quite the draw

      The momentary satisfaction of going into the pit to tell people just how one really feels about so and so or such and such a game is rarely worth it. I learned that the hard way and certainly have posted what I shouldn't have before.

      This community might get smaller, it probably is a lot of smaller already. It might fade into nothing, but everything has a cost and a price. And if it there is a nothigness MSB left, so be it.

      Nothing draws a crowd quite like a train wreck, many want an excuse to pop their corn and brew their tea. It is hard to resist peeking on to see if one is the latest target when mud is being flung.

      If the bans are justified or not, I am too exhausted to suss out and glad it isn't my choice to make.

      I have faith in Gany and yes I have rped with her before, so maybe I am biased. But I believe that she attempted to do the best she could with a difficult situation.

      Life goes on. I see no problem with two boards. We we will see what new msb becomes. We will see what old MSB is. Time will tell and bigger isn't always better or so guys keep telling me.

      posted in Mildly Constructive
      kk
      kk
    • RE: Too Much

      @ganymede

      I admit scenes with you were never dull!

      posted in Mildly Constructive
      kk
      kk
    • RE: Too Much

      @kk

      Best size for ts scenes! Because really everything is sort of about sex or something idk.

      1. Rping a sex scene with myself is just textual masturbation

      2. A two person sex is sort of standard and a good size for a tinysex scene, but rping sex scene after sex scene with the same characters (without breaking it up with other rp) can eventually become a pretty dull shade of gray.

      3. . Three person sex scenes are in theory totally wonderful. As one of those pan folks, I am like yay, a threesome with a boy and a girl at same time sounds great. /Sounds/ great lol, it rarely works out. Hard to line up times. Easy for it go to wrong and often in danger of the third wheel effect.

      4. A four person ts scene tends to turn into two duos having lateral sex scenes - yes I know from experience, gasp!

      5. A five person sex scene is officially and orgy and well pretty confusing, hehe.

      posted in Mildly Constructive
      kk
      kk
    • RE: Too Much
      1. ! one in the scene is just posing to myself and that would get boring quick!

      2. Two people in a scene can be super wonderful - but if I always play with the same other person, the rp gets sandboxy and eventually boring. Private duo scenes are great - but best when broken up by other rp, giving us a more complex and moving forward storyline.

      3. Three people in a scene can be terrific although sometimes there is a /third wheel/ as people like to like form duos.

      4. Four people in a scene is pretty awesome - but can get bogged down is one of the four is posing slowing. Sometimes better to jump to the 3 pose rule here.

      5. Five people in a scene is still good!

      6. Six people in a scene is bordering on confusing, but sometimes still lots of fun!

      Anything more than 6 is a big big scene, can still be fun, but often smaller rp pockets start to form. It still can be exciting, giving a sense of a bit game, big event, big plot etc.

      Best scenes are?
      Generally

      Duos and small groups.

      But big scenes have their place!

      posted in Mildly Constructive
      kk
      kk
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