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    Best posts made by Lotherio

    • RE: Sci Fi/Opera Originality

      Just more good for thought. Hearing all sides. With sci fi, the detail is more important for v several reasons. One there are a lot of different ways to represent future tech. From how Ai, robots, drones and nanotech (robotic, not just synthetic components for better functionality of every day items) to how plasma (4th state of matter) works as weapon or energy or something inbetween. Is particle entanglement why we communicate across light years in seconds? Teleported? Second, it's not accepting that the work, but hard and even gritty sci fi gets into science. Stranded team needs to McGuyver there tech to live in hostile environment and build makeshift weapons to fight monsters ( or Gorn). So knowing what a phasers components can be turned into affects outcomes. The question needs to be answered to avoid theme conflict; if ammo/fuel source of communicator isn't known, group one may say energy cell that plugs and plays to run a heater on ice world while group two went with radiation recharge from nanotech surface energy collectors.

      All is good in my book but I see this point. And this level of detail and variance could be what @faraday gets a with winning the lottery. Everyone who likes sci fi may see tech differently. Particle entanglement communicators that work between galaxies may be jumping the shark for some where not having AI could turn others off.

      I do believe in the end good story of sort still be the draw, but folks should be ready to answer tech questions. They better know why they decided on some tech detail because some may disagree. Bacteria on Mars and Titan was a guest question and may have been a turn off to the new place. For me bacteria was either found and studied to be used in current science and medicine, a virus of earth killed off native specimens, it was only fossil evidence, or just no. The important thing is more it's not of relevant use either way and detailing it would detract from focus. But not having it in theme may be a deal breaker for some; maybe guest wanted to focus on medical research related to that (which is deeper in theme, tholin of outer bodies and oort objects is researched studied and advancing science in theme already).

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: UX: It's time for The Talk

      @WTFE said in UX: It's time for The Talk:

      The hobby has absolutely zero interest in being helped. Look in this thread: a bunch of grognards being told "you know, this could be made simpler" are frothing at the mouth about how it's ABSOLUTELY ESSENTIAL that there be bizarre prefixes in front of commands because ... REASONS! DIFFERENT, CONTRADICTORY REASONS!

      This, the bold, is you asserting via hyperbole something no one has ever said; necessary yes, essential is a word I don't recall using or seeing used, fine difference. Starting to feel like arguments between MUD and MUSH all over.

      Some have said there was reason to distinguish hard and soft code and remains to be a reason (it will very from game to game). I've said I look forward to what's to come. I'm a fan of Ares I can't wait to see what themes are spun off this system. Do I think it should be the only system. No. The same reason there shouldn't be one MUD or one MUSH. MUD was static, you had to know hard code or figure it out, MUSH opened some doors for variability and gave instructions (help files) for how to do this. Will new interface and new Mu*/web-based interface change things. Probably, probably in good ways, will you bitch about it. You already have, because going to hard puts the system back to static, whatever the designer puts into the system is there unless folks learn a new version of code. And as hobbyists, most of us, who don't code or compute for a living, we lack the interest to spend years learning again.

      That + was added and some folks enjoyed that distinction happened. Not out of crappy design as you call it. That they didn't use the hardcode to add to that .txt help file and make it all system help versus separate +help is just what it is. It became easier I imagine to write soft code for some, because again as a hobbyist, many that do not code for a living, they learned code in the system and didn't want to spend years again learning hard code.

      This hobby is dead.

      I imagine someone said this about MUDs when MUSH happened, and look, MUDS are as ever popular as they've always been, weird. I imagine in some way, MUSH will remain the 90s tragic vampire writers who love prose over game system, I'll probably remain in that boat, and these developments of making simpler Mu* specific game systems and focusing on hardcore again for easy port and adaptability may open a few doors. Will it attract new players by the boatload; probably not.

      No matter how shiny the box, there will still be learning curves. Dealing with other arguments like pose order vs 3pr, dealing with the game system 'dice' are more a guideline vs following the the dice where the roll, is it a 'game' or an 'interactive story telling system' where story is more important than fate of the dice. There are many more hurdles for new players aside from UX.

      posted in MU Code
      Lotherio
      Lotherio
    • Strife in the Age of Steam

      Funny this has come up a little recently, in the back burner this has been toyed with. A dozen or more people have expressed to me some disappointment in missing a chance at this theme the first time it was out there.

      I know there is a Muck out there for steampunk, it is higher level tech (tesla coil towers/weapons, space flight, domed cities (space or underwater), uber steam machinery). Mine is just slightly above Victorian in some aspects to its steam elements, and in others, its back dated to even earlier dates, for theme.

      Official Ad:

      Piracy runs rampant, the nations recover from ongoing struggles and wars, while the world seems to be ruled by the top 10 percent. Welcome to Strife in the Age of Steam, a steampunk game set in an age of budding imperialism. The new world is rife for the taking, the old nations have been in war so long, piracy has been ignored. Metropolis have risen up as bastions of hope, if one overlooks that most of society lives day to day while the elite control the majority of everything. Even as nations seem to be on the out philosophically, the elite are finding new ways of control. Like small nations to themselves with small standing armies of guards under their grasp. Enough to defend there new world freeholds from the old world.

      Our focus is on the elite families and the pirates. The pirates are free agents, sometimes going against the houses, but other times taking contracts on the games between the houses. Between all this are the societies and organizations that want to control it all. Some based on ideals of freedom and democracy, taken the ideas of liberation to the people, others bent on controlling the world economy, these societies operate out of the shadows and seek to rival the families, in some cases the families are under their influence. Players interested in adventure are welcome to come join a pirate crew, players interested in politics and ambition are welcome to join one of the growing families.

      For more information, please visit our website: http://steamage.wikidot.com/
      Feel free to visit us at our game if you have questions: 173.11.101.153:1106

      The big change in focus. We are going to center on the aristocracy of our main city and the pirate crews of the sister city. Players can app into one of 10 families or 10 crews to get going. We're going to open for a beta re-launch and are seeking folks to be FH level PCs, as either an HoH in the city of Solile (less 'nobility' more Rockefellers and new world fortune types) or as a Pirate Captain (one ship to start, maybe a secondary office with another ship down the way). For those not familiar with steampunk, take Shadowrun and put it in Victorian era. The families of Solile are about politics and all that and in traditional shadowrun, these are the corporations, the members the Mr. Johnsons that hire the runners (pirates) to do dastardly deeds. From attacking enemies, to sabotaging each other for personal gains.

      We're after folks who can come in, don't mind helping with theme for their ship, their house, and even above these bubbles/umbrellas to flesh out the already growing theme for Strife on a greater level. Something like vetting preocess, I would be interested in folks that don't mind losing these spots to transition into Storytellers for the game; I want some fluidity to FHs so the politics and power system can change and players will have influence on this, by either starting new orgs/crews/houses, overthrowing existing ones, or whatever they can come up with). People willing to work with staff, to approach with questions, ideas, thoughts, anything.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • Coming, sooner or later: Valorous Dominion

      My eyes need a break from looking at code, so posting this up here. Had been pondering doing it for a few weeks, but needing that break gives me time to write this. Realms code has been dusted off. I’ve been working for a while now on fixing it from things gleaned from Realms. No timeline for this, but its in the hopper.

      Updated:
      CGen is no longer self stat. You get points to spend, when they’re gone their gone. Traits is not pick and choose, a pot of 10 points is given to adjust. No one comes out with Religious bonuses now. Numerous cultures will be available on a slightly more continental level (more on this later).

      Passions. You pick them, the system it rolls them and sets it, no hand picking passions values. Amor is still there, but its not the appendix rules version, its rolled random like everything else, no stacking it for one high passion to assure success nearly out of the gate. Passions are code limited to one roll per week. Pick a skill as you roll it and its set with positive or negative modifier for 24-48 hours, no take backs.

      Rolling, or checking skills/traits/etc. One roll to check (+check value) any skill, attribute or trait and it spits it out a little cleaner. Passions as above plays off that (+check/passion love/name=skill). Rolls can now be opposed (+check/vs SirKay=skills) will roll both our skills and announce a winner.

      Combat is, at present, being automated. I’ve entered weapon, armor, mount, stance and such data into the game. I’ve got it to the point currently where it stops players from setting improbable combinations; no shield with two handed weapons, no halberd on a horse. Yes Halberd, weapons and armor updated for greater selection including foreign weapons (compound bow, great lances, etc.), fun things like flails to whack yourself with. Working on modifier functions for combat, not just passions, but like DEX mod with encumbrance on knockdown, or hammers vs plate armors (spiked things vs chain).

      Next Step:

      Throwing out manors and upkeep things to replace with a more multiple player minded political and economic system for higher echelon nobility. Will include regular forced rolls for HoH’s to see if they make quota, are under quota or gain surplus to spend on other things; improving tower houses, helping the state, bribing others, building trade empires, paying of the condottieri. Higher echelon resource management. Not x money for y thing, but like Settlers of Catan (three ‘wheat’ and two ‘stone’ to build that city). House reputation will come into play. There will be personal reputation as well (based on valor which replaces glory).

      Final Phase after that:

      Finish theme. More complete and available unlike Realms to prevent squabbles OOCly on difference of opinions.

      In a nutshell, Theme: Alt-Earth to start with, based on 14th century Italian City States. Roughly equivalent to about mid 1330s (as Scaligers, the Lords of Verona, begin conquests along with nearby neighbors the Visconti’s of Milan). Light fantasy setting, names changed to protect the innocent. Squabbles between families is the center of ever day life, there will be a formalized concept of vendetta to highlight the tower to tower fighting of the nobles and families, valor to be gained from this. Mercenary groups will be playable like houses, hopefully contracted to the city state (but that depends on the players, not me). Focus of play will be great families (nobles) of our city state. Many surrounding cities will be as diversified as northern Italy in the 14th Century; from aristocratic councils that have kicked the nobles out, bought titles from others, nobles that hold on despite such changes. Two major factions in support of something like the papal state and another for the Holy Roman Empire equivalent, including two popes (Guelphs and Ghibellines). The fate of that borderline squabble that really puts pressure on the warring city states will be the focal point. It will include influence from outside entities including our equivalents of Aragon (Kingdom of Sicily), Normans (Naples), Aquitaine and France at large, Byzantine Empire, the rise of Ottoman Empire, subordinate caliphates and kingdoms of Africa and even some of the eastern European nations/entities. Really everyone wants your money/resources, but the war between the faiths seems to be a good excuse for so much foreign interest in this region and your conflicts/battles with other city states.

      Focus will be the city state and its neighbors, despite that our city, based loosely on Venice, will have a seaworthy empire. The king of the economy (Italian Wool, Italian trade, reasoning and the ‘awakening’ during the proto Renaissance) keeps the focus there. No plaque to decimate the work force and allow the shift of resources (and wool production) to go to the equivalent of England.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: General Video Game Thread

      Why must everyone disagree on FF in all the threads?

      ***=Duck rolling you all***

      click to show

      alt text

      FF1 forever!

      posted in Other Games
      Lotherio
      Lotherio
    • RE: What's missing in MUSHdom?

      @kanye-qwest said in What's missing in MUSHdom?:

      doing a secret santa in a fantasy garbage world where everyone is starving.

      Ask troops deployed overseas about this; I've been there. Doing this and exchanging MRE bits might give them a sense of normalcy in a world were their buddy could die in a couple of hours. Sure, it might just be an 'hey, its Christmas back home merry christmas, I owe you a present ...' Sure, some of the troops might think its stupid and think the person doing it is stupid, but that one moment of offering a gift when really, you don't have squat to give, is sort of that 'remember how it was before we were in this shit' moments.

      It less a question of would it happen then someone defining theme differently. One person wants zombie apocalypse with bad hygiene, halitosis, and body bugs, someone else wants hollywood version where people can kiss even if there is no toothpaste left in the world?

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Managing Player Expectations

      @seraphim73 said in Managing Player Expectations:

      On the flip side, I think that those players who are great in scenes, but don't really engage in the story need to be talked to also, to find out what's missing for them, and to encourage them to get involved (of course, going back to point two, once you find out what's missing for them, I think you either need to change it or let them know why you aren't changing it).

      I'm on the fence about this one, thankfully its only a wooden fence about 2 meters high cause at my age a chain link fence would be difficult.

      This more relates to the type of Mu* the staff are running. If there is one involved staff metaplot that everything transcends from I can see this. But inversely for me, if there is a player who is great in scenes but not engaged with the meta, I say find ways to encourage them to go in their own direction within theme. See what they need to keep going and doing what they're doing.

      I say this because as a daytime player, most Mu*s aside from the ones I attempt to run are US evening centric. Literally. I can't express it enough. As a daytime player, if I'm not having my own great fun during the day, there is little to no easy way to be involved in metaplot usually. If I'm having super fun scenes with other daytime people and staff tries to corral me into their metaplot, I usually end up looking for another place to play. As staff if I see players being great in scenes I may ask if they need anything to help.

      posted in Game Development
      Lotherio
      Lotherio
    • RE: Favorite Minigames

      Also on +scavenger game, to second what @Apos said:

      as long as the objects or standards are visible to everyone

      The ones I've played on, nothing over the top was ever gained by the +scavenge code, it was just an RP aid. No one found a $40K commercial grade, operational generator and a home propane tank full of natural gas to run it for the following month, ever, with scavenger code; or a car, or a secret militia armory. That was still meta/gm related or requested. It was hand waved sort of things that they could find anyways, but added flavor to scavenging without breaking the game. Finding a twinkie didn't provide food for a week, finding one first aid kit didn't break the necessity of the doctor PCs role, it was a lot more curious odds and ends. The ones I have seen. The code wasn't necessary but gave a little flavor to RP.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Earning stuff

      @lisse24 said in Earning stuff:

      I think we need to do a better job of finding ways to make random/social RP focused and meaningful from the outset.

      It would be great to find a solution that could reward random/social without unbalancing scales; without becoming code heavy/staff reliant.

      I can say from my perspective, when playing on others games, I look at recent IC info/news/events and know the stances on these things. I don't set my characters stance until I get into an IC discussion and I usually shift to offer some argument or counterpoint. Even if characters might otherwise agree and I see no way to shift my character to an opposite viewpoint (rare, I usually find a way to say something in opposition), I may offer a counter point on the same side (I agree the leader should raise taxes, but I don't think it should come from the commoners like you say, I think jousting should be taxed and jousters should only be allowed in tourneys with jousting permits).

      Aside from that, I adhere to the RP Sparkle concepts; @Faraday still keeps this at the AresMUSH site: Here. The random social is a way to meet other players on a mush to figure out if you do want to develop more story and plot together. I do not mean relationship RP, I'm not out looking for TS, but if I want to run some plot as allowed within a given Mu*, I want players I trust when the story gets deeper. And I mean the player, we can be antagonistic, but the trust that neither will try to ruin the story, or derail things that are driving that story, for some personal attention or gain. I love to collaborate and I love when it develops organically; I do not like planning forward for some scene with a player. Even if we plan a scene that isn't wholly resolved, too much planning feels like we might as well just have determined the outcome in page or offline chatting. This could just be me, I need to not know or have some expectation of how a scene will turn out, I prefer not knowing and seeing what develops organically. If there is no organic chemistry, I know not to introduce plot ideas and hooks; I'll still take random scenes with people I don't click with, I just won't seek them out as much.

      I think this was part of the issue discussed here or in another thread. Missing the random social scenes. It can end without development, but that's less on other players or staff and more on the players themselves I think. If I don't feel my character has developed in a random social scene after so long, I will bow out. But I will make effort to develop my char, even if in reaction to someone else's poses. If we're not clicking cause they're just doing goofy drinking, sloppy drunk at the bar, my character is developing some taste for not liking sloppy drunks. I'll probably get in a comment to the effect of not liking the situation. Who knows, maybe it will anger the sloppy drunk for a few terse words then I'll do my bow out even.

      ETA: I was going somewhere with that. @Thenomain mentioned people used to get on to write and that's how I view random social scenes, my chance to write even if no one else is on board. And as @ThatGuyThere said, its how I gauge my interest in developing more story with another player on a game or not.

      posted in Game Development
      Lotherio
      Lotherio
    • RE: How do you like things GMed?

      I'm late to this tea party but wanted to throw in a couple of cents.

      Goal oriented or open ended can both be fun, it depends on the GM I think. If we're in a war campaign and our goal is to defend the last bridge, and half the story is getting there .... I expect the GM to lead us there even if we go a round about way, eventually point A (Cologne) leads to point B (Remagen). What if we saved Hohenzollern Bridge in Cologne (our demolitions expert cut the wires for those charges on March 6th)? Well, the armored infantry we need to the push over the Rhine are still tied up at Remagen with no way to navigate the 10 miles up to Hohenzollern in Cologne, the charges failed there on March 7th naturally and we need to clear that bridge before the remaining German charges arrive, so we force march over night and have a battle of Remagen just the same. Some details changed, but we still did point A, some battles in Cologne, and we still did B, a large story point of saving Remagen and getting armored infantry over the Rhine. Was it gated or railroaded, I don't know, but we fought some Nazis along the way and everyone had fun.

      That said, my personal style is open ended. @Ghost covered this pretty well, offer a beginning, don't write in the end. @Botulism said how I feel about it, if all steps from A to D are planned, just write the story. Players are their to make their own direction. I prefer the nugget style of open ended. Nuggets of interest are offered (potential beginnings) and they players take the nuggets or not. As staff, and players on open BG games, we have the best nuggets available, players BGs. If I'm in super hero city, they players may not want to save starbucks (we can give a little remorse later, saying x people died in the blast cause 911 response was 2 minutes too slow or something). But maybe Johnny was bullied by Fred which lead to Johnny having a strong hero complex, but what's this, Fred is now a super villian. I think Johnny will buy into that. And if I'm not certain (as players don't like random Staffing as much as they used to), I will contact Johnny before hand via page: hey, mind if I start something involving your bg. If he needs details I'll work them out, but sometimes players just want that little heads up something is coming, instead of Fred showing up at group date night at starbucks to blow it up when they were just planning to walk out for minigolf across the street or whatever.

      Both are fine, I think player buy in and GM communication helps in both.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: What Types of Games Would People Like To See?

      @Ghost said in What Types of Games Would People Like To See?:

      New idea:

      A game set in the "WARRIORS" universe where groups of themed street gangs set in a dystopian NYC where gangs have assumed rule of law, thus cutting the boroughs off from the mainland.

      CAN U DIG IT MUX

      Mix in Manhattan Penal Colony (Escape from New York) and some other classics.

      Who runs everything east of 53rd n 3rd?

      SHONUFF!

      alt text

      posted in Game Development
      Lotherio
      Lotherio
    • RE: How To Treat Your Players Right

      @faraday said in How To Treat Your Players Right:

      I get that people are sometimes afraid to come forward for fear of repercussions, and that's their choice to make.

      Wanted to comment on this fear of staff repercussions. If a player goes to staff and staff does something to the person raising the issue/victim ... Then time to move on, learned that's not the place to go rp.

      Afraid your friends/rp partners will stay and not support you, maybe they weren't really friends.

      I knew GOMO has a bad connotation in these here parts, but if it's a better environment for you and your friends, it is easier these days to get a place of your own up and running.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Spitballing for a supers Mush

      I'm with @Wizz , it seems like there would be theme conflict. Wayne enterprise is a subsidiary of a bigger Corp giant? Are all tech type heroes secondary to shadowrun tech cyber samurai types (black panther, booster gold, Bruce's gizmos. would DCs Cyborg be the paragon Cyborg or would shadowrun cybernetics be downright better, Etc.) Then the same for comic magic vs traditional shadowrun mages/ shamans/etc. In comics their more unique/ special, but in shadowrun these concepts seem more mundane? That's the conflict I think @Wizz meant. Also why mix with shadowrun vs a standard comic future variant like marvel 2099? More devil's advocate curios how that would be handled.

      posted in Game Development
      Lotherio
      Lotherio
    • RE: Historical MUSHes

      June 24th, 1787.

      I can hardly think of my Lieutenant James Hargrowe. Having been bitten by patient Zachary Walker but past noon this last day, my mind seems unable to focus on the others under my care even.

      June 25 .. 17~`

      I am ... quarantine. Hard ... to focus. Sometimes .. it feels like a fire .. spreads. Must rest, write more later

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Web portals and scenes and grids oh my!

      @bear_necessities said in Web portals and scenes and grids oh my!:

      @Ganymede 100% agree.

      I rarely do asynchronous RP and nothing turns me off more from a game than seeing a bunch of scenes (ESPECIALLY plot scenes) that have been going on for days/weeks/sometimes even months. I'm glad Ares has given people the ability to slow-scene and I'll take advantage of it sometimes, but if the scene is going on for longer than like 2 days, I'm out.

      I think this hits the nail on the head, these last few posts. The Asynchronous play seem prevalent, because it shows up as 'active scenes'. Would could help Ares is removing these from that list, so synchronous players get a picture of what is actually synchronous activity?

      posted in Game Development
      Lotherio
      Lotherio
    • RE: MU Things I Love

      @krmbm said in MU Things I Love:

      @Lotherio Nope nope. I don't think our paths ever crossed till we were playing on Calaveras, and @thesuntsar told me that @bear_necessities didn't seem like a crazy person, so we started playing together.

      And now everyone thinks we are the same person. 😄

      Very glad you're having fun. Even as I sit here going "BUT WAIT THEN WHO ARE YOU?!"

      Heh, I'm Jack, I came over with the same name I used on Calaveras.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Player Omsbudsman?

      @sunny said in Player Omsbudsman?:

      A game is FAR better off putting the time and effort into just being trustworthy people to begin with.

      Just to repeat that.

      posted in Game Development
      Lotherio
      Lotherio
    • RE: If you work hard, son, maybe someday you'll RP

      @A-Meowley said in If you work hard, son, maybe someday you'll RP:

      @Lotherio said in If you work hard, son, maybe someday you'll RP:

      Ares is meant to be full web portal, client is for holdouts and older players.

      tommy lee jones

      Wait. It's supposed to be full web portal? How can we idly chat on channels on the web portal and stuff? Asking for a friend, because obviously I'm not so old that I can't immediately figure out a new system, that'd be absurd...

      All ares pages have a 'chat' page that has the traditional channels. You can chat on channel (and read mail and bbposts and soon PM) all on the web portal.

      Translation ETA:

      All Ares Web portal/sites have a chat page that comes with basic setup. If they disable the link, its on the game/mu not Ares.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Player Omsbudsman?

      @arkandel said in Player Omsbudsman?:

      But more importantly the collective playerbase focuses on negative feedback. Look at MSB; you see much more frequently entire threads created about bad experiences playing on games or interacting with staff or specific people than you do about PrPs being ran and generally having fun.
      Having someone actually air those good vibes and let us know a MU* is worth giving a try can definitely matter, whether that's done in an 'official' capacity or just in passing.

      I don't know if I have a distinct point to make.

      Bitching about something in any context actually conveys that something is worth bitching about. If someone didn't have stakes in a place when something went wrong, they wouldn't complain. Bitching can (has and does) increase traffic to a Mu*.

      Even on a google review, I find myself reading into a complaint wondering if its really the place or the worker at the time. I compained about a place and it had a few thousand local views once, probably did better for that business than not. I tried a good review and like 10 people looked at it.

      The saying we had in the military is true, a bitching Marine is a happy Marine, its the silent ones you worry about.

      The recent thread on Liberation, how many people have checked it out since? Some others hinted at app'ing in now or app'ing there again.

      I'm less worried about vocal bitching on places like this than the silent folks just leaving the hobby cause they're done with it.

      There's something applicable in this, but I'm not sure what.

      posted in Game Development
      Lotherio
      Lotherio
    • RE: How to Escape the OOC Game

      @Arkandel said in How to Escape the OOC Game:

      @Rook said in How to Escape the OOC Game:

      I've met several people that have made no bones about outright saying "If I dont know you, we don't RP" and then they needle for past characters/games/interaction information to place me by. I have learned to simply smile and shrug, tell them that it is their loss, and I move on.

      How can that not be everyone's response?

      If I have to prove myself to you just so we can play a game together what does that tell me about how much of a gift to the rest of us you think you are?

      Wow.

      I'd like to think I've never seen it, but I have. Not so much a direct, if someone doesn't know you they won't play with you, but I've gone places under not my name and hit brick walls with folks I know. Then if I show up next week and its me, I get an in, at least a little time of day.

      There is the extended version of this. If I'm staff and play an NPC, I can get RP until the cows come home, but I show up as a PC and there's no time of day for me. That might be unfairly weighted, cause others assume their is more value from the NPC (information/plot/etc.).

      posted in Mildly Constructive
      Lotherio
      Lotherio
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