@ninjakitten said in Online friends:
how I know they're not secretly axe murderers. (Why was it always 'axe murderer [in the 90s]'?
I have no idea why
@ninjakitten said in Online friends:
how I know they're not secretly axe murderers. (Why was it always 'axe murderer [in the 90s]'?
I have no idea why
@faraday I can go with branding. You should, I feel, I need. I feel invalidated due to my concept, I need to accept terminology and vernacular change and I have to accept that too.
The small computer I hold in my hands can be called a smart phone I suppose though I don't use it as a phone. I'll have to accept I'm old and the more customizable (via softcode for me) thing I'm used to can be old timey text box telnet game. It can be on my shelf of games still played on telnet like freechess.org (yes, I know I can play FICS with a browser, I still telnet).
@faraday said in What is a MU*?:
@Lotherio didn't consider Ares a MU from the get-go because it doesn't have softcode.
I do consider it progression. Something newer, something fresher (to quote Jack Skellington); next gen. I feel it/felt it could bridge that gap somewhere with the forum play which has always been fairly popular but too slow for me. I know lots of forum folks have had a 'slow' style of play (3-4 huge pose bombs a day) that would help bring some to live text based play that haven't bridged the gap. Some old MUers might come back into the fold that way, I've met a few old mu folks that left Mu* due to the dramas associated with it in favor of forum play.
I am not real, nor do I have friends But I am real friendly.
@faraday said in What is a MU*?:
It doesn't have softcode
I hate to be that pest, I is/was/am, this is what a MUS* is to me. A MUD is a bit more hardcode on the backend. It was more likely you had mobname|stat1|stat2|etc on files in the shell, the ingredients are established in data files, then the recipes come together (this room1|mobslist|treasure) and MUS* was the sort you logged right into 2 rooms and a Godbit and what system and all that went in while you were live on the game via softcode. That's oversimplifying it all but about the gist of it.
A MUSH is anything the creator wants it to be and the story/etc is anything the players went with the creation. I still enjoy/enjoyed players learning and contributing to code in the early days. LIterally, TrekMUSE (TOS) and its 'code' school for each race made it feel community to me (I made a Romulan puzzle box that shuffled the order to touch various sides, when you did it right it flashed some victory lights via emit).
On the player end, it all plays the same. All the acronyms don't mean much at all. Just for me its how data handles from the hardcode into the softcode and if I can softcode is all. Versatility and adaptability to change the box for me.
@kestrel said in Attachment to old-school MU* clients:
So I'd like to note that there actually are a few web-only MU* systems out there. One example is Written Realms.
I opened it up and it looked like Zork or single player. I looked at worlds and saw only the Zork one, Cave. It looks like a MUD. I found the documentation and indeed it is a MUD. There is nothing wrong with this but my focus as a hobbyist isn't the meaty of a game environment. It looks like its pretty nifty for a MUD runner. I would imagine the various types of MUDs have their own versions. I know a lot of the pay-to-play MUDs have had web interface for a long time so its not a surprise to see them in the web-only interface level of development/production/whatever.
As a player, I prefer story driven play, I've never been on any MU* where staff have run plot/events for me as I've primarily been a daytime player. Not a complaint just saying I'm different than most. I've only stayed in the hobby as a written based medium, I prefer MU to write collaborative story with because it is multi-user live environment dedicated that type of play.
Because I've had to drive my own fun, I tend to (at this stage in life) run games I'd want to play so others like me can come in and easily run things.
The web-only ones look slick. As a player that drives my own fun, I wonder how easy I could roll luck or skill or random dice in general to generate my own story. I know its a MUD, so I know can't have random MOBs that net me random XP.
The other MU*s that are not MUDs make it easier for me to log on and do something without needing to find clothing/armor or weapons in the game. Arx has bridged the gap. I still have no interest in making clothes and armor and stuff to operate in a player driven economy system. I'm in the realm of, if an app is approved saying I'm billionaire Ted, I should be able to use billionaire Ted's Jet to fly half way around the world and no one would bat an eye or question it cause there is no code to support it.
That's as a player, as a story runner or game runner, what I would be good for me is something like the Doctrine page on Written Realms. A menu on the right, if I click on the top it brings up client like interface where I can page players just like on a client. I like Ares chat systems, I can RP in the client and read forums and jobs in the web portal. But even just paging, its easier for me to be in a client and page player1 staff2 and player4=message. Then page player3 player6 and player7=plot info. Its easier in a client to have multiple ongoing conversation with me in an instant by typing over clicking between chat windows. I type faster.
For me a non-MUD MU* as a game runner is something I can quickly add a feature to in support of game system and play. If we need a new dice roller to handle playing cards in game cause people do it a lot, I can do this quickly in a client in an older code base.
If Ares and other new systems approach the level of adaptability similar to Written Realms, where building a game is just as easy, I would certainly change full force. I'm current running an Ares game with someone else, chosen because I wanted FS3 in a simple environment and I knew I wasn't going to want custom code. But if it was similar to written realms, where I could build things and systems to do stuff I wanted as a game runner, that would be slick. Its wishful thinking.
It would have player section at the top for all my paging and posing needs. It would have a builder section where I could build a system from scratch, dice rollers, customizable sheets; am I using attributes and skills, or levels and abilities, how are dice rolled (dice pool where each die has a target number like FS3 and WoD, or dice pool total vs a target number like D6). I could make a system in Ares, it would take me years at this point, I used Faraday's guide to add goals and I still needed a ton of assistance.
I have an Ares game up, I would like a game that utilizes Chaosium Basic Role Playing Game and an estate system based loosely off KAP's book of Manor and Estate; in which the estates inform familial benefits and bonuses and ranks in a system where players can rise to become the king of the realm of focus. I can do this much faster in Penn. I'm in the middle of combat trying to make it look pretty, it takes me a long time being dyslexic it was started last fall but took summer time off and a better map of logic flow to get what I have so far. I am trying a small code project in Ares involving players being able to play Faro while the RP, but had to try to fix goals for an update and all the connected parts baffle me at present.
If the web-only system allowed me to make a sheet and customize resolution systems as needed, I'd be all over it in a heartbeat. None do and none ever will I don't think. My dyslexic brain thinks rng's would be easier and spelling out the logic of what is rolled and when through an interface like Written Realms would be easier. If the was some visual basic code on a platform that didn't require me to still use a code program (or shell or telnet), a virtual machine (or real machine for that matter), and a third web-platform or client, I'd be on it. A window were I can flip to the visual basic code to build a roller, flip to the building of the game window to take the roller and put it into combat, and then flip to my in game window for posing and such or checking forums and DMs. I'd be on it, we all would.
TL;DR, there is a lot of 'you should', you (or someone) should make a clean customizable stuff so everything can be done in one window/tab on web only (play, build, system code, run the box), but you should is aggressive .. I should use my I feel, I need. I feel I want a bunch of stuff, I need to do it myself. You should, I feel, I need. Conflict resolution basics. I can't code what I want, I can only use the tools out there, I feel sad I can't do it, I need to get over my sadness and do what I can do for my own fun. Which is using a client even if I do a lot through web-portal systems that some awesome people have made and put a lot of time and effort into for free because its still a hobby at the end of the day.
ETA: PennMUSH does have web socket/web interface. I am a visual learner, I can only copy what I see and customize as I understand it, I can only do the web-client on the browser thing because the basics for that are out there. So folks can play most of my recent Penn projects through a web browser client. I am not smart enough to make some web socket thingy to emulate reading the forums by being signed into a web interface program, alas, so its limited for me. I think Rhost does have something similar too for web socket/web browser stuff.
@icanbeyourmuse said in Roster Characters & WoD?:
Thundergultch, I haven't asked about it on there.
Just ask, we always give a few weeks grace.
@eye8urcake said in Thundergulch:
@lotherio said in Thundergulch:
Its a server side error in writing to the backup somehow. If you are logged on already on the portal, you're still logged in but can't access DB things like chat or scenes. If you logout you won't be able to log back in. Its being looked into.
Oh, wow, somehow even though I read everything I missed that this is your game! I blame stress.
I'll have to peek in! I hope, outside this blip, it goes so well!
I didn't post anything. Its a personal fun, like Coral Springs was, so I didn't say anything too much.
I'm setting up a discord, I can share with folks.
Its a server side error in writing to the backup somehow. If you are logged on already on the portal, you're still logged in but can't access DB things like chat or scenes. If you logout you won't be able to log back in. Its being looked into.
@greenflashlight said in Real World Peeves, Disgruntlement, and Irks.:
That's not to dismiss the male suicide rates, because I hope it goes without saying they're horrible and we need to do more to help suicidal men. I just mean this infographic seems downright irresponsible unless it was clipped from some larger piece that provides more context and analysis.
Interesting way to phrase this.
I remember seeing some sport commentator complain about Simone Biles choosing not to compete for mental health. He threw a fit saying no one would be that kind to Lebron James if he took a mental health day. He was saying they're both GOAT athletes and no one would let Lebron do that (which sounds awful). But the rebuttal from a few good folks suggested that yes, even Lebron James should take a mental health day and he probably hides it with like 'ankle sprain' because folks would be harder on him.
@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.
@testament Agreed. Its no Sean Connery, but I want to see this take of the Green Knight quest as well, similarities and new interpretations even.
@mietze said in Player Omsbudsman?:
I also have to admit I'm exceptionally unlikely to want to play on a game that is so administrative/bureaucracy heavy that would be necessary (needed because of the volume/large staff dynamics, rather than disinterest) or an admin team on a small game where nobody was capable of communicating well or being able to assist with mediation to the point that a person had to be brought in specifically because it was such a problem.
Especially the latter. I can see the value in the former though.
These I both agree with.
The small one that needs an extra staff to help communicate, I hate to say but better not to staff if you can't get along with the people you want playing your game (cynical but thought provoking). A large one that has someone to help I can see, but I usually don't play on staff deep games.
A month or so ago we talked about needing code to track everything staff touched for clarity. I don't agree with needing that much oversight, but if a game was so big, I can see the ombudsman being helping players with little things like 'what happened to my job' and such. Just, I don't see it as too helpful though, if I can't go to my sphere/faction/etc staff to find out or a head admin, I'm only going to see ombudsman as another hurdle.
If I see a big hierarchy of staff, I'll be more reluctant all around.
I think another distinction is in control and thrust of theme and whats happening in play. For me, I am of the mindset that tone and direction are set and controlled by staff. I know for others players come in and give direction and shape things, maybe for such a place as this, but that's not for me. If I have a place and folks don't like direction they voice their opinion by leaving or GOMO. If I don't like the direction of a place (not saying dislike of staff but dislike of theme interpretation), I don't get made at staff. WoD ref, if I want to play a Setite (cause its the only splat book I ever got) and the game only wants me to be haitian, wearing shades, selling all things for sex-fetish or whatever, I'll leave for difference of opinion not go off saying they're doing it wrong. Its their game, they have a vision, my want to play a character doesn't agree. I wouldn't take it up in with other staff, 'hey there are some isms for Setite sphere I'm not comfortable with, can we change this' I'll just assume they have a plan in place and I don't agree with it.
So for me, I wouldn't see Ombudsman as necessary, it would appear as an extra hurdle. As staff, I try to be friendly, approachable and trustworthy. I know other staff slap my wrist for catering to players too much some times, but in the end I figure its a game and we're all trying to have fun together.
@derp said in Player Omsbudsman?:
There's an assumption being made here that the only people who would need such a position are somehow "bad staffers."
Not quite, some folks are saying the perception of having one by some players will be 'there must be something wrong if they need a player representative' - not that only bad staff need one. I'm in that boat, and agree, if staff just work to be trusted they'll be trusted versus requiring an additional staff just to build trust. (not that any or all need this or this advice either)
@arkandel said in Player Omsbudsman?:
In this context an omsbudsman is basically HR for a MUSH. It'd be saddled with the same drawbacks any HR department has had, ever; it works for the MUSH, not the players, and at its discretion.
This yeah. A player rep would need to be a player that gets along with staff I think. Like, need a players union to advocate. But then it goes back to, if players need this voice it seems indicative that there is a bigger problem.
I agree with @Faraday that if staff know they have difficulty communicating a face/voice could help. I like the idea, I remember when @GreenFlashlight mentioned a player navigator sort similar idea. But I think as a player seeing one doesn't bridge the trust gap. One of multiple head staff that does all the chan chat and communicating with players to build that trust would be better than assigning someone as helper or player helper. I think more people see a lesser title like that as someone who tries to put out fires but has no authority to make change.
@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.
I don't know a good title to get right to the point.
I'm curious about In-Game politics and control. On the one hand, I've heard folks say the highest character in theme/sphere should be controlled by staff so they can retain control/direction. On the other hand, the Staff control everything else beyond the sphere of play, PC control help give direction while Staff can react if needed.
That' pretty simplistic, but I'm curious what everyone else thinks on this note.
But as an example, lets say the King of Faux Fantasy Realm where the focus of play is FF Realm. Some players want to aspire to be King, that's a good aspiration. Some staff want to control whether FF Realm wars with neighbors or whatnot so wants to maintain control of King.
My perspective, so everyone knows, staff control everything else. If the King is PC and goes to war with neighbor, I can account for other kingdoms to join neighbor against FF Realm if I really wanted, or let them invade and conquer and figure out what to do with the conquered. I can still respond with rebellions and insurrections and the like. Or embrace the conquerors to get them to attack another neighbor who has been an enemy for ages or whatever.
I'm curious on both sides. I want to understand keeping the reigns on like the upper eschelon. Some pros and cons might be interesting.
@arkandel Dune!
I know I know its not TV, but I'm still of the mindset it needs to be a TV series to really get into the content of the book. This movie looks good though (and not like the Sci-Fi chan with the mortal combat looking Fremen outfits).
I mean, as a fan of He-Man semi-fan. The story of Teela and the Sorceress that helps Prince Adam become He Man is pretty important along with Man at Arms role in the story once he comes into play. I think its good they're exploring more roles of the various Masters involved, they had great back stories that never really got much time cause we had to see Prince Adam running around with his nasaly voice, his crazy cat, and muscle tranformation scenes.