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    2. Misadventure
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    • Following 0
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    • Topics 32
    • Posts 2509
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    • Controversial 14
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    Best posts made by Misadventure

    • RE: Staffing Philosophy: Action vs Procedure

      Miestz, how will anyone learn without real world examples?

      This is how our legal system works, you can see how it was applied to others. I have no interest in shaming anyone. I want people who behave well enough to stay and play, and people who don't to not be playing.

      posted in MU Questions & Requests
      Misadventure
      Misadventure
    • RE: A Modest Proposition

      Also: not nearly as much child eating as the thread title (hopefully) was suggesting.

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

      I'd like someone, staff or a player, who can help people state their issue succinctly and clearly.

      posted in Game Development
      Misadventure
      Misadventure
    • RE: RL things I love

      I like both with and without the narration. It was as Lithium described, like a callback to the noir/detective fiction it is. I was sad to find out that the narration was added because audiences didn't understand what was going on.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Staffing Philosophy: Action vs Procedure

      There is nothing to prevent lies, biased presentations, etc from either a game, or a player outside the game.
      Full logs can reveal a little more of the truth, but it seems folks are far more into not letting anyone know what happened at all.

      I oppose this because of conversations had across more than a decade with Staff who would not state any detail of what the problem was.

      posted in MU Questions & Requests
      Misadventure
      Misadventure
    • RE: The Metaplot

      Its a shame social skills are so verboten. Using social skills to affect large amounts of people to act on a metaplot sounds sorta cool.

      So combat characters it is!

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Do rule based RP prompts work for online play?

      @ZombieGenesis That's about right.

      An example I alluded to in my list would be Chronicle of Darkness' short and long term Aspirations. The player states a goal for their character in one of the two time frames, and if they meet that goal, they get some bonus XP.

      The idea is it helps the players (GM as well asregular players) understand a players interests, maybe make that topic a little more interesting (maybe more related detail or opportunities), and perhaps provide encouragement to stretch out in new directions via examples from other players.

      I believe in MU* terms, people could put in something like a +request, state the goal, and at some point ask if a given log etc meets the criteria, and staff would give that bonus xp.

      Examples might be: (short term) make a good impression at the large event tonight, or (long term) gain control of the docks for smuggling purposes.

      Sometimes things like this are a way to create more coherence or to bring up thematic or setting elements more often.

      posted in Game Development
      Misadventure
      Misadventure
    • RE: RL Anger

      You aren't unhireable, obviously.

      You have the traits and skills that some jobs need.
      Not everyone has openings, and not all openings will contact you. These are things that can change.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Staffing Philosophy: Action vs Procedure

      It is funny. However, it reeks of self assured blindness. You are very prone to getting staff who are SURE they know whats going on, they suddenly have internet telepathy, and so reductive stereotyping becomes funny.

      Tell me how you would feel being treated like that. Staff KNOWS what you think, and why you think it, and can joke at you while they decide to intervene into your play.

      Sounds like a great tool for staff you have lied to if you are an asshole player who needs their ego stroked.

      Discipline should be impersonal and conducted with an open and serious mind. Not self righteousness and rancor.

      posted in MU Questions & Requests
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      I'd be surprised if the average MU* population could utilize shared NPCs (or really playable NPCs, or whatever you wanna call them).

      My experiences with shared entities show that even the strongest guidelines or walls will do nothing to deter players with agendas.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Player Action code availability?

      @Devrex I definitely want something that is at least partly abstract and automatic to keep the workload more around handling actions that dont have a good coded analogue.

      Also, I found myself wanting to React to each post on the screen, which tells me I have been using Microsoft Teams too much.

      posted in Game Development
      Misadventure
      Misadventure
    • RE: Yes! More Micro-transactions! (Activision, WB Games and EA appreciation thread)

      Sorry I made you type that out.

      The equivalent (atm) would be match making in OverWatch where you will see Heroes you play often but with their other skins, or with Golden Weapons, to show off how cool that looks and encourage you to get them. One takes money to get quickly (via purchased instead of earned lootboxes), the other takes skill and time.

      I think even adding that to the really difficult and intensive matchmaking process would be too much for OverWatch. Probably less so for a less stakes intensive setup like Destiny 1 & 2.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Anomaly Jobs: +myjob/cc

      I agree.

      With fixing the what comments are published part of the code. Because I am such the coder.

      posted in MU Questions & Requests
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      @Ominous I have often wondered if you had a tool (either coded, or run by a staffer) that basically laid out in secret a rough framework of details, complications and reactions players could expand upon what they are given to write their own enjoyable game.

      Some folks just like writing and characterizing. It doesn't really matter if they know they will succeed or not, because it's all about the writing.

      Then there are folks who need to not know what is going on, and to know that their characters efforts are measured against a set mark to succeed or fail, where mystery and risk are necessary.

      Can they play together?

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: MU* Mystery RP

      @ZombieGenesis said in MU* Mystery RP:

      I handle this in one of two ways in the games I run. These are generally used for GMless RP as most of the people I RP with use Ares and asynchronous RP.

      1: I've set up a plot where the story can be advanced by completing a number of scenes. I provide a page with a number of prompts and some hidden information for when certain benchmarks have been met. When the players meet those benchmarks, they reveal the hidden information and RP accordingly. One scene leads to the next(scene prompt, action prompts, clue prompts, scene close) until the mystery is solved.

      Could you elaborate on this part? Is this information hidden in the sense the characters won't know it until they choose the right actions/make the right rolls, but at least one player does know the info OOC? Or is it somehow hidden in another way? Like players submit the right rolls, the answer is unlocked from a +jobs queue type thing?

      GENERAL NOTE
      Mysteries are a convenient way of talking about this sort of thing, but I do hope I am being clear that I think this sort of thinking applies to just about every kind of story situation. What actions have the expectation (from the story maker and the participating players) of making progress towards resolving whatever in the way the players and their characters would prefer.

      posted in Game Development
      Misadventure
      Misadventure
    • RE: RL Anger

      @ganymede I like your mom's thinking.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Mac Client Recommendations?

      @Sparks is the expert! And sadly I will not be near a Mac until Tuesday. I can share the auto-logging then.

      posted in MU Questions & Requests
      Misadventure
      Misadventure
    • RE: Eliminating social stats

      Cooperation would suggest it's not a game you can win. It would mean that seeing the characters go through the paces, the highs and lows were the goal.

      Silly @Shebeast, RP is for kids.

      "let's get paid!"

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: MU* Mystery RP

      Mystery: where is the spoiler function???

      Another angle to look at it is this:
      Does a story creator lay out what is happening
      OR
      Does someone suggest an event or situation and the players make up how it goes?


      Excessive examples, trying to get away from actual mystery and more into an as yet unknown set of actions that are likely to succeed:

      Gm says there is a locked door, a chasm to cross, and a riddle based on murals in the rooms before and after the chasm. The GM lists lock picking, a movement type skill check, and perception checks as likely solutions. Being reasonable, they will also accept typical ways around each obstacle like teleport, flying, eidetic memory, lore skills, etc.

      VS

      The GM says there is a cleverly difficult set of tests between the players and their goal. They players then decide that there is a very difficult and trapped, locked door that leads into a set of rooms that goes nowhere. Another player suggests that hidden in these rooms is a mechanism that makes it possible to open/reveal the real door a distance away from the one they came through, so going in is still necessary. Someone says it was known there was a key to this difficult door, and it might be safer to try to find or reconstruct this key in a side scene. And that's just to get to the physical-bravery challenge ...

      Another example:

      GM says an enemy raiding force of some strength is threatening the city. GM decides they are crafty, and send small bands to harry people on the three routes but they know a really less known way and are moving their main force quietly through there and hope that some troops are out chasing the retreating small bands, and the main force arrives unexpectedly, they will likely take some important ground/fortifications and the situation is dire.

      The players may have rolls like warfare, or scouting, or backwoods lore that they could roll to know about the possible use of the back way, or the GM could decide that the players get to decide how they allocate their forces.

      VERSUS

      The GM says a large raiding force is on its way, maybe even establishing what sort of force in terms of culture and technology. After that the players decide how the attack happens, and create scenes that produce the drama, tragedy, loss, and courageous sacrifices that make a good war tale. Maybe they go with the hidden attack route, but decide that there are no distraction attack bands, and ultimately scouts will report back that they didn't see an army, except those who encounter the army and likely are ambushed, but we can play that out, and either they return with the news, or the fact they didn't is the warning needed.

      Players could also be suggesting rolls and letting the results vary up what happens, including adding details to justify a result, like oh there should be a lore check to see if we think of all the hidden ways, and no we failed that roll, but no one will forget that high valley that should be snowed in as a route, so maybe there are forgotten tunnels through the mountains.

      posted in Game Development
      Misadventure
      Misadventure
    • RE: Changeling The Lost 2nd Edition Kickstarter

      I feel like their pricing is too high. Perhaps it is that the PDF is $25, which may be to cover that it will be shared out a great deal.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
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