Well, that's some fine lawyerin' there.
Posts made by Misadventure
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RE: Real World Peeves, Disgruntlement, and Irks.
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RE: Artificially Slowing Character Growth
@il-volpe wouldnt that be the same thing, more or less, as saying xp are rewarded at a diminishing rate? EG lets say +votes are still used. 1-20 are worth 20xp, 21-40 are woth .5 xp, 41-60 are worth .25 xp (feel free to replace with any set of decreasing actual xp values).
Or are you think that something would slowly transform earned xp into spendable (like time passing)?
You could base that decreasing rate on what the average xp are on the game, but that gets weird as that value typically weill just grow, but could drop significantly when groups or long time characters cease play.
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RE: Artificially Slowing Character Growth
Possibilities (these aren't necessarily linked):
Earn XP as desired by designer. Limit XP spending by RL time.
Only be significantly concerned with higher level abilities, in Wod/CoD terms, dots 4-5 (expert) for sure, perhaps 3 (professional). Either give people more XP to buy lower level skills etc to be who they want to be at start, or let them earn and spend on these as much as they like.
Expert and above require approval.
Limit expert dots.
Give players a set number of xps. Thats where they can get to.
Remove all subjective skills, especially ones players have a hard time limiting themselves with.
Only have character change at the end of X, a year, a television/streaming season, campaign arc.
Exceptions: maybe allow some level 1 ability adds, or just limit a change of more than 1, or require any mid-season change to have a strongly (I define this strong as impactful to the character, and involving either players not in the character's immediate circle, staffer moderation, a permanantly lost cost, etc) presented scene or three.Players lay out desired/potential character arcs, and gain changes only by that means. These arcs can change via PC or ST events, but it should happen where the story can be consumed publicly.
While many RPGs and western fiction pay a lot of attention to the fast growth phase, that phase doesn't have to extend forever. Fiction is often about change of character, not massive fast changes in skill sets. This could be done via some sort of ranking of personality traits that can change (see Pendragon virtues, Spiritual Attributes in The Riddle of Steel, all your traits in Masks, Humanity/Empathy in cyberpunk, Madness Meters in Unknown Armies, etc) but MU* players are like most RPG players and don't want to be held to a standard of IC presentation (see social skills vs writing).
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RE: What Would it Take to Repair the Community?
I'd strongly suggest suspending posting in this thread for about 5 days.
I do not recommend permanent locking, ever.
At this point people are just winding themselves and each other up, and that adds no value.
Is that a thing? Suspend posting on a thread? Is it possible people can let something lie for a cooling off period?
Yes, I know how to turn off notifications for the thread. I also know how to just not log in for days or weeks or months.
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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.
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RE: What Would it Take to Repair the Community?
Sometimes it's "... not because they are easy, but because they are hard, ..."
Sometimes it's The Sunk cost fallacy.
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RE: What Would it Take to Repair the Community?
I want to hear well-spoken and crafted arguments on many sides of any topic.
I don't care if it changes minds, that is very rare. (Again, RL says 30% conversion rate would be stunning).
It may shape thoughts and expectations, or open new areas for thought in a reader. Sometimes that can take years to percolate through a mind, and it's still worthwhile.
I tend to ignore charged or pejorative language. It feels like begging the question too much.
I wouldn't want to see one specific topic be the only topic forever. And I am one of those dumb people who seems to ask a series of extremely similar questions because it helps me understand something.
I also happen to think (demand of myself) that people can disagree and be in the same place and not do damage to one another.
I think all that and am comfortable posting here. Whatever that means.
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RE: Not sure what board it belongs on
@RightMeow said in Not sure what board it belongs on:
it serves my RL trauma (and internet ones) how it needs to.
This sounds like a great place to be. It gives me hope.
I know that's not the main point, but the rest doesn't need my commentary.
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Do rule based RP prompts work for online play?
Really what I am asking is does anyone have examples they really think worked well for most players, or deserve more exploration.
"Rule based" in this case means something the RPG system in use suggests or provides in some mechanical sense.
RP prompts are a vast range of things.
- The most common is a pass/fail result from a check, eg a skill check.
- A declared goal, like the setting of short and long term goals for XP
- prescriptive traits that direct how a character may or must behave (virtues in WoD/CoD/Pendragon)
- building the details of a successful action (like you can get one each of Fast, Good, low cost for each level of success rolled)
- moves that have some descriptive flavor and results for action and conflicts (like combat moves, social tactics, or resource allocation)
- public information sharing like Star Fleet Reports, or journals where its IC for a decent sized group to read and benefit (or not) from what is and isn't shared IC.
- NPC reactions to PC actions, and NPCs doing things that will change what the PCs can effectively do
There are tons. My typical concerns are does it take too much effort to use or set up the prompts, and does uneven use produce uneven power or effectiveness for a character or player.
Alternately, do people play the same "game" everywhere they go, and resent having an experience design intrude on their play?
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RE: 2022: A New Year, New Dead Celebrities
@reimesu I was going to say that same, but he's been in so many films and shows. He definitely left his mark.
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RE: What Would it Take to Repair the Community?
@simplications so avoid discussions critical of players and staffers at games? Or just of attaching any sort of suggestion as to motivation or psychology?
I will say that I understand why anyone would avoid the Hog Pit, but I will also say to characterize it in any fashion without direct knowledge seems difficult. If you want to say (these are made up numbers) that even 10% malicious unfounded statements are too many, that's fine.
How would you like to see someone make a post where they want to say X player on Y game created multiple characters in an attempt to secure RP with them after I told them I wasn't interested? Is suggesting a Queen Bee mentality too far? Is mentioning unwanted contact is for the purposes of sexual RP suspect?
I hope you see what I am asking here. I'm just asking you (though others are welcome to speak for themselves), because you are having an idea, and I'd like to see it fleshed out.
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RE: What Would it Take to Repair the Community?
@simplications who are you talking to? Are you talking generalities, or specifics?
What leads you to think that this or any other board/etc is devoted to outing predatory and destructive players? The Hog Pit wasn't designed for that purpose either. You can tell by how it's information is organized, its defining traits, and that very 100,000+ posts of content.
You've lost me.
Perhaps you could lay out exactly what you would do with your own forum?
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RE: What Would it Take to Repair the Community?
If "witch hunt" is too sex based for ones taste, House Un-American Activites Committee may work.
Not sure if it's a stand out exemplar for people from the US, let alone anyone else.
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RE: What Would it Take to Repair the Community?
@Warma-Sheen Oddly enough, people have gotten upset and even violent over "just a game" throughout history. Some are mad at the game itself and the outcomes in allows. Many are upset at the violation of social norms they attach to playing with other humans.
If one is mad that the King must move when in check, or that there is a death spiral in war games, one shouldn't play them.
If one can't communicate with other players, or stay well within the most common AND cooperative expectations of social interactions, one shouldn't be seeking them out. RL or in games.
Example: if you need to steal Thorpe's running shoes, maybe you shouldn't be near an Olympic running event.
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RE: Great Poetry
I happened across Hollie McNish last year. She has books, but a lot of her work is available in snippets online.
She writes on being a mother, on expectations of being a woman, on her body and other personal topics.
I'm still trying to find a poem she did that as I remember it was basically a mother preparing her daughter the rough path to self supporting wisdom she had, and the daughter accepting it and pushing on. Sort of a hopeful generational progress thing.
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RE: What Would it Take to Repair the Community?
In case I haven't been clear about it, the snark and righteousness I've seen here over the last decade have had a chilling effect on play, on game creation, on new players and old leaving contact with the whole of posters here (and now elsewhere as well), or the hobby.
For me, it's always been the people willing to be terrible because they are angry. It's like abusive addicts, you don't want to be near them when they go off again, and nothing positive they do can ever make up for it. They are no longer trustworthy.
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RE: City of Shadows, LF a +1
@Taika ^^^What Ganymede said.^^^
I've been the gear staffer on a few places, and played a crafter where there were rules for doing at least two decades.
Gear is part of player character balance. Players have time, typically have all the money needed, and are driven.
I don't know what all limits gear on Arx, which has a strongly tiered gear/skill/resources setup, but players from there may have experiences and insights to share.
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RE: What Would it Take to Repair the Community?
TL, DR: I don't think it's going to change. I also don't think it's exactly what people are saying it is.
@Kestrel Instead of tribes, perhaps social paradigms would be a better term. I personally prefer the term cluster, because it leaves whether anyone is closely linked out of it. And I see at least the two clusters being discussed.
The question for you becomes: what if people disagree with you and feel people were accountable enough?
I'm not satisfied with the accountability of actions here by non-staff, actions I find far more destructive than any administrative policing of a forum. Yet I manage. I even try to spot the tidbits I find engaging from anyone, even people I have argued with or would never trust as staff or a friend (unless they are on my never revisited blocked list).