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    Best posts made by Pyrephox

    • RE: Silent Heaven: Small-Town Psychological Horror RPG

      You had me completely up until: "Likewise, the Silent Heaven community exists as a way for players to heal from issues that may be affecting themselves and others. We all need therapy, but not everyone can afford it. By fostering a safe space to explore sensitive issues, we can help each other, and have fun in the process by dipping our toes into some psychological horror."

      And then you lost me completely.

      Please, do not do this. This isn't snark or MSB slamming, but professional concern from a mental health professional. Please do not set vulnerable people up to think that a game, a HORROR game, is going to be a stand in for therapy. It is not a safe space to explore genuine psychological trauma, it cannot be made to be a safe space without a lot more pre-assessment than any game is going to want to do, more professional support than any game has, and it is not fair nor safe to put other players in the position of supporting other players' unknown mental traumas.

      This is a recipe for disaster that can do actual harm to actual people. People should seek out qualified, professional help for their trauma, and seek out games with internet strangers for entertainment and creative outlets only.

      posted in Game Development
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      Pyrephox
    • Gamecrafting: Excelsior

      So, I've been hankering for a very specific sort of game for a very long time, and finally got around to writing down some information. Now that Ares is out, I actually think that (with some tweaks) the kind of play that Ares promotes might be a good fit for what I want from the game. It's not something that I'd ever expect to have a broad appeal: it's SF, but not hard SF with reams and reams of specialized equipment, but rather a focus on colonization and discovery, with some light sim elements (in that building the colony is a tentpole of the gameplay, and the colony has stats which can be impacted by events, which in turn impact other events, and it is entirely possible for the colony to fail and pretty much everyone to die...although that's not LIKELY. But it is possible) and some creative elements (in that players will have a hand in creating flora and fauna as it's discovered) and some survival elements (diseases are a thing, requiring food supplies is a thing, environmental hazards are a thing, etc.).

      So, after writing far too much on it, I thought why not toss some of it out and see what other people think. It's definitely a niche project, but feedback is appreciated. I'll start with just the premise and 'who the characters are' and 'what do they do' broad strokes, but I can elaborate on most anything if people are interested.

      Premise

      All characters are crew and cargo of the colony ship Excelsior, which was bound for an officially chartered planet on the edge of explored space. Instead, after an unknown disaster in transit, the ship’s automated systems have crash-landed the vessel on an entirely unknown planet, outside of the known systems. Excelsior, once grounded, was never meant to take off again, and as the planet proves not immediately inimical to human life, the ship initiates colonization protocols, and its crew and cargo awaken.

      What Do Characters Do?

      There are three ‘core’ aspects of play on Excelsior, which will be facilitated and supported by staff:

      Survival: The planet that the Excelsior has landed on is entirely unprepared for human colonization, and none of the scouting logs and readings in the ship’s databanks are relevant to it. Discovering and surviving the dangers is a key aspect of game play - there will be environmental hazards, predators, diseases, and unknown factors to discover, survive, and overcome. This aspect of play encourages and primarily engages scientific and exploration based characters.

      Civilization Building: Each colonist and crew member was issued a specific plot of land with specific resources and rights - none of which are valid anymore. The agreed upon Charter for the creation of a probationary colonial government could, arguably, also no longer be valid. Determining how to set up the new government, how to honor (or not honor) the land grants, and other social and organizational issues is an ongoing source of conflict and negotiation, especially between factions who had originally planned to be separated from each other, but now must rely on others for survival in an unregimented environment. This aspect of play encourages and primarily engages diplomatic and social based characters.

      Mysteries: The planet and vessel offer mysteries based in the past, and uncovered in the present. One of the biggest questions to resolve in the beginning is - how did the Excelsior get so badly off-course, and then choose to crash land on a planet that happened to be habitable by humanity? Was it truly an accident? And if it wasn’t, what was the purpose and - more importantly - are the perpetrators still in the colony and planning further disruptions? However, as the world is explored, further mysteries are uncovered with ruins and signs of ancient alien civilizations, as well as technology of unknown purpose and operation. This aspect of play encourages and primarily engages investigative and intellectual based characters.

      Who Are The Characters?

      Human: There are no playable alien races in Excelsior. Humanity has come in contact with a few alien species, but the level of integration is minimal.

      Factions: The original colony plan had several organizational charters, as well as numerous independent settlers. The organizational charters provide starting factions, although it is expected that characters can create new ones or dissolve old ones as the game progresses.

      Excelsior Crew: Excelsior’s crew were originally meant to serve as an immediate provisional government, and have been trained to work together, as well as having a hierarchy headed by the Captain, then the Executive Officer, three Division Heads (Engineering, Astrogation, and Internal Systems), and a Colonial Manager.

      Solip Schism Services: Employees and executives of a megacorp who were chartered a significant amount of land and mineral resource rights in EUX-065’s southern continent. SSS specializes in resource extraction, processing, and shipment.

      Xenoecology Unlimited: Researchers and administrators associated with a system-spanning nonprofit organization charged with attempting to catalog and preserve examples of all known life. Since every new planet is teeming with undiscovered flora and fauna, it is accepted that the fieldwork is a life appointment.

      Interstellar Protectors: Members of a private security firm who were contracted by the colony to provide law enforcement and protection for the first five years of the colony, until native systems could be developed and filled. IP has a policing division and a quasi-military division.

      The Navidison Initiative: A colonist collective who agreed in their organizational charter to abide by the teachings of Ophelia Navidison, a psychologist and theologian who preached genetic integration between human and environment; most members of TNI have genetic enhancements meant to aid them in adaptation with their chosen homeworld. This is not their chosen homeworld.

      Independents: In addition to the orgs, there are thousands of colonists who gathered the money to pay for their own charter, and who may come from a wide variety of backgrounds, skills, and affiliations.

      Colonists: All characters are colonists from the Excelsior. There are no natives or native humans on the planet, nor will there be any additional drops or contact with the wider civilization of humanity in the initial stages (and possibly not ever). New characters may either be freshly unthawed from the colony banks, or they can have been in the background and ‘emerge’ as main characters, but no non-Excelsior origins are accepted.

      posted in Game Development
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      Pyrephox
    • RE: GMs and Players

      Whatever else one feels about rules and whatever?

      The correct answer as staff to, "Someone is stalking me, I'm pretty sure they're on the game, and I'm afraid."

      Is never, "Your out of game interpersonal relationships aren't my problem."

      Not as someone running a game, and not as just a decent human being who cares about other people. Is it difficult to navigate the line of how much OOG info a staff member needs or wants to have? Absolutely. No one sane wants to put staff in the position of arbitrating whether people are being nice to one another on Discord, or trying to make sure that players only ever interact with players they like. In some cases, you just have to suck up that you might be playing with people you don't personally like. That is a qualitatively different situation from allowing someone to stay on a game who is abusing or harassing another player, even if that abuse or harassment is happening outside the game.

      Is it a sticky question? Absolutely. Are there reasons why a player can be legitimately uncomfortable existing on the same game as another player that do not warrant removing the latter player? Yep. Is it a pain in the ass to navigate where that line is as a GM? Absolutely. Will GMs get it wrong? Most of them will at least once. It's hard.

      Because it's something that requires sensitivity, judgment, and discretion. And as a player, I want to see that GMs have all of that, and aren't going to fall back on mindless, "But we have a RULE," like a 'code is law' cryptobro.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Cyberrun

      @Ghost said in Cyberrun:

      @surreality said in Cyberrun:

      what sort of website would someone want PenDes to have?

      When I wrote this I was directly alluding to the fact that an online gaming site wouldn't want to advertise 'online simulated pedophilia' because then it would fall onto the radar of watchdog groups and investigators. Of course they wouldn't have a website. Best keep the haven of pedophilia RP a hush hush underground club.

      If only these pedophiles were also slut shamers, right? They'd be in trouble, then.

      Hahaha...no.

      First of all, there is a whole lot of 'online simulated child molestation/sex/rape' available on the internet, indexed and accessible to anyone who wants it. Why? Because it's not illegal in most countries. Because no actual children are harmed. Because much like the murder of simulated people, nobody in law gives a fuck about the molestation of simulated children. Because those children don't exist, and weirdly enough, in crimes that actually matters.

      Because there are far, far more actual kids getting actually raped and trafficked than child welfare or law enforcement can even close to keep up with, and the last thing they need is some idiot pearlclutching chucklefucks cluttering up their already horrific and overloaded dockets trying to report consensual fake sex between adults because it's icky.

      Please be aware that anyone who harasses law enforcement to try and get them to investigate text sex games is someone who is taking up time those investigators can be using to investigate actual crimes, hurting actual kids, involving actual child rapists. No one involved in child welfare is going to thank you for taking their time away from laying the groundwork necessary to get a kid away from their stepfather, or to shut down a child trafficking ring, in order to investigate forty year olds who like to call each other Daddy and Baby Girl while pretend-fucking.

      People enjoy fantasizing about taboo shit. It does not, at all, mean they want to do taboo shit in real life - in fact, that's the appeal of the taboo, whatever that taboo is. Just...don't play the damned game. It looks like it's set up where you literally never have to think about the icky sex other people are pretending to have.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Sensitivity in gaming

      I'll say:

      I've been in gaming for over 20 years, and I've been GMing for a lot of that time. I've dealt with problem players and disruptive players, and plain icky players (like the guy who came to his first session and wanted to have me narrate him raping NPCs when I was a 16 year old girl - this was also his last session).

      And I've never really had problems with 'sensitivity'. I've run some absolutely horrific scenes, too. One of my favorites was an series of events that led to a PC having to talk other PCs through cutting his arm off. Even on MU*s, I find that just taking a moment when you're pitching a plot to people to ask what they don't find fun, or if there's anything that they particular do not want to engage with right up front by itself cuts out 90% of problems.

      You don't have to aim for 'not offending anyone', because you're never GMing for EVERYONE. But I feel like you should try to respect your actual players as people, and that's all I try to do. I don't want my players to have a bad time - and I don't want to game with people who enshrine 'telling their story' over people having a good time together. I always ask for feedback after running a scene, because that's good GMing. I want to make sure people had fun, I want to know what worked, I want to know what didn't work.

      It's not particularly burdensome, because the outcome is something that I very much WANT: I want people to have fun playing in the world I make, or the plot I run. I want all sorts of people to have fun doing that - not everyone, because nothing's going to be for EVERYONE. But for as wide an audience as is appropriate for what I'm doing, and is feasible.

      It's not even about 'empathy', primarily. I don't consider a game successful for myself as a GM unless everyone walks away having had a good time. Doesn't mean a perfect game. But if there's something that has actively worked against 'having fun' I want to know about it - for MY sake as much as anyone else. I want to be a good GM. Which means understanding what you're putting out there, and how it's landing. And when it's not landing.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Carnival Row

      My cynical suspicion, after Arx, is that I'd give it three months before the Chancellor's daughter is married to the head of the Black Raven in a huge public ceremony attended with pride by the city's finest humans, and several of the pixie prostitutes are given mansions in the Square by their human True Loves.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Tips for not wearing out your welcome

      Can I, in all seriousness, suggest reaching out to a professional therapist about getting help for your struggles? Because you're not handling it well, and it's not a game's job, or the staff's job, or any other person's job, to give you your 'really big step forward'. Take a break, get some help recognizing and working on social situations, then come back to games when you've got some strategies that you can practice.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Emotional bleed

      @L-B-Heuschkel To some extent, there are several different issues:

      1. People who use "have some ooc/ic separation" to be dicks in a way that would STILL BE A DICK even if we were sitting around playing cards or a board game. Like, rubbing someone's face in a loss, targeting another player to ruin their experience, mocking how someone plays - being upset about these things says nothing about one's ic/ooc separation, and trying to hide behind "oh, you just don't have good boundaries" is dumb. Bad sportsmanship is the center of it.

      2. People who use "everyone gets attached to characters" to be dicks in a way that is manipulative and creepy, and yeah, would still be a dick if you were playing, idk, Warhammer tabletop or something, and decided that your faction was objectively the best and threw temper tantrums whenever you lost. They use their "attachment" to demand, overtly or covertly, that the game and other players conform to that attachment - I think my character is awesome, so I demand that you treat him/her like they're awesome, or my heart will break and it's all your fault.

      These top two categories are 'bad actors', and the only thing that's really to be done about them is to refuse to indulge it either way, or argue with them, and ideally, uninvite them from games.

      1. People who have legitimate problems separating IC and OOC events, whether on a chronic basis, or because there's some real life stress and they're hoping to use the IC world as an escapist fantasy. This, I think, is almost all players at some point in time, but some players more than others.

      2. People who aggressively desire to separate IC and OOC, because they enjoy the freedom of the game not being 'real', and thus have a tendency to treat it sometimes very much as a 'game' even when their characters would/should take things more seriously, and thus have a tendency to be disruptive, provocative, dismissive, etc. Like 3, some people are like that all the time, to some degree, but almost everyone gets like this /sometimes/ in some circumstances.

      These two categories, generally, are actors in good faith - they're pursuing their fun, and they don't intend to mess up anyone else's game, and they're not trying to make the game "their way"...but they can get on each other's nerves to a breathtaking degree, nonetheless.

      For 3) I think it's important that each of us try and evaluate our attachment to IC events/characters, and recognize when stress or attachment levels are getting to a point where - intending to or not - you're in danger or ruining other people's fun, or your own! Like, it may be normal to 'feel sad' when something tragic happens to a character. But if an IC setback sends you into the pit of despair, if you cry when your character cries (and aren't the sort of person who is reduced to tears by Hallmark commercials like I am), or if your mood becomes /significantly/ linked to the success you're facing in RP? Those really are warning signs. It's probably time to take a break, either just walking away from the computer right now, or re-evaluating how much time/emotional energy you're putting into RP, and looking for other options to invest some of that. No one activity should be your primary emotional anchor, but especially not an activity that is, at its heart, about unexpected setbacks and conflicts.

      For 4), I think it's also important to develop senses of emotional awareness and empathy for others' experiences. Like, sure, it's objectively no big deal if your fake character drops trou at a fancy event and moons fake people, and if you don't care that they got exiled/punished/killed for it, why should anyone? But even though that's not an event that really matters, it's still disruptive to the game, and in most games, makes a significant amount of 'unfun' labor for other players. So, even if it would be a hilarious way to go out, maybe don't. Instead, maybe think of ways, if you want to have that disruptive play experience, to bring other people into it as collaborators, instead of audience/antagonist.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Sensitivity in gaming

      @arkandel I want to have fun, and I want the players at my table to have fun. Of course I'm going to be sensitive to their needs and wants from this game we play together - I consider it the bare minimum anyone should expect of a cooperative activity.

      Now, a big part of that is communication, and the recognition that sometimes, some people just aren't going to fit well in the same group. The players I play hardcore horror with are a different group than I play light-hearted fantasy adventure with. If something comes up that someone finds unexpectedly icky or unpleasant, then we talk about it. If someone discovers that our desires or styles are just not working, then that's not saying that either one of us are bad, but maybe we don't play the same games, or at least not games the other person is GMing. But part of that is being very open about people being able to bring their discomfort to you and knowing that you aren't going to get angry, or mock them, or try and 'reason them out of it'.

      I don't have a lot of squicks in gaming. And I don't mind - and even enjoy - exploring a lot of 'problematic' material in games. But I don't spring those things on my players when I'm GMing without giving a heads up either in the beginning-of-campaign organization, or right before a scene (I particularly do that with descriptions of gore/trauma - just say, hey, does anyone have any issues with X, and then work from there), and if we unexpectedly hit something that a player didn't realize was going to affect them, then we...talk about it like adults and tweak things so that the game is still enjoyable to everyone at the table.

      It is not going to ruin a game for a player to say, "Hey, I'm not going to enjoy the game if X is included." I'd much rather tweak a game to not include X, or make sure that the player knows this particular game isn't going to be for them, than have a player miserable at the table but feeling pressured to go along with it.

      EDIT: Also, wow, that video is so full of shit, filled with dishonest cherry picking and white boy flailing about how using the pronouns someone prefers is JUST TOO HAAAAAAARD.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Development Thread: Sacred Seed

      @saosmash Don't you know that there are a finite number of games in the world, so no one's allowed to create too many? And, obviously, it doesn't matter how many people have fun playing a particular game - if that game doesn't last for five years, then it must be a failure.

      More seriously - @Cobaltasaurus does good design work, comes up with interesting settings and is willing to take risks on games that aren't a sure bet to get fifty log-ins a night. Sometimes that means that they don't catch on (and I hate every single one of you for not playing on the angel game, because I fucking loved that game), but MOST games don't catch on, or they have a brief honeymoon period and fall off into obscurity. That's just how the hobby goes. I, for one, am damned happy that she's willing to take chances on things people didn't think would succeed - single sphere Changeling games, FAE games, Witchcraft games, etc. because I think that each of those games contributed something to the hobby, both in way of fun for people playing, and in the way of code, ideas, inspirations.

      There's nothing wrong with any of that.

      posted in Game Development
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      Pyrephox
    • RE: Arx's Elevation Situation

      Wars.

      Multiple wars on multiple fronts which a) provide lots of opportunity for glory and excitement, and b) drain everyone's resources, destroy infrastructure, and take lots of things out of the economy.

      Without strong opposing forces, the nature of any game is for the players to accumulate power. Without things that take up resources, resources will be invested in ways that maximize the acquisition of more resources.

      And it doesn't really have to be wars - large scale famines or plagues or natural disasters would work just as well, but wars are the least unpleasant of the big events because they allow players to have input and steer how the conflict comes out in the end. A hurricane or a locust swarm doesn't care about your stats.

      But really - people elevate because they have the resources to elevate and no fear that investing those resources in one thing will cause them not to be able to repair losses somewhere else. There must be either losses, or enforced stagnation, to counter endless growth. And no one enjoys stagnation.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Diversity Representation in MU*ing

      Romance/sex is always going to be one of the most popular things to do on a MU*. It's intense and dramatic, while being low risk, and not requiring GM intervention to start, continue, or (usually) end. Also, it involves sex.

      I don't think there's anything wrong with that, so long as you aren't derailing the things other people do so that they have to deal with your romance/sex things.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Emotional bleed

      @Ghost Background in counseling here, and no, it's not something a good therapist would ever suggest. There is a lot of research out there on therapeutic roleplaying, and even online therapy using avatars/platforms like Second Life.

      But it's definitely not even close to wandering through a game and putting your issues out there. That said; it's not that a game can't occasionally give you some perspective, or help you develop as a person! Just like reading a book or watching a movie/show can help people grapple with or understand something about themselves, this is an organic process that happens.

      But that process is very different from deliberately drawing other people into your self-therapy.

      posted in Mildly Constructive
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      Pyrephox
    • RE: What do RPGs *never* handle in mu*'s? What *should* they handle?

      One thing that tabletop systems pretty much never address, which MU*s desperately need, is a ruleset that assumes from the outset a persistent setting without any real central theme or plot, and how characters continue to express development within that context.

      Improvement mechanics in tabletop games typically assume a centralized campaign structure where the PCs rapidly improve as they are subjected to serious ongoing (and escalating) challenges to overcome and learn from. Trying to put this in a MU* unaltered typically leads to the dinosaur/sheet monster effect, where some (or all!) of the PCs have the kind of stats and resources that the game system assumes that MAYBE one in a million people have access to. And even systems which are prepared for PCs to become monsters of power assume that as the PCs assume that mantle, that they will have changes and complexity of challenge that is commiserate with their abilities. In MU*s, they're just as likely to be solving street crimes as they were at the beginning of their careers.

      However, just capping or eliminating experience/improvement isn't a solution, either, because a lot of players are primarily incentivized by seeing their character become more power and get more Stuff. Remove the opportunity to mechanically grow and change, and you lose a lot of people's interest.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Dreamwalk MUSH

      @demiurge Particularly where sexual harassment is concerned, forcing sexual interactions on a character is often done for the purposes of getting off to the idea of forcing those sexual interactions on the, usually presumed female, player. I guarantee that if you do have someone posting about how they want to commit sexual assault on Character X, they're not doing it because they're a deep and thoughtful roleplayer who wants to explore how their character's subconscious reality includes a highly sexualized id that has been shaped by the violence of their childhood.

      There is a reason that games like Shangrila have MORE restrictions and abilities to nope out any content, in some ways, than other games - because they know that people are going to be playing with some damned disturbing content, and thus that players need more control over their interactions with the inevitable creeps who want to force people (usually women) to put up with their creepy bullshit because "it's IC". Not that places like Shang do a great job, mind you, and have plenty of creeps nonetheless, but this sounds like a 4-chan disaster in the making.

      Which is a shame, because the idea of the game itself is really cool, and I had been thinking about making a character there. I hope it works out.

      posted in Adver-tis-ments
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      Pyrephox
    • RE: Is Min/Max a bad thing?

      @arkandel That last paragraph is a key piece, I think. I've definitely had the thought of "Why am I bothering to buy these social/intellectual skills or stats, when I know that I'll never get to roll them to do anything, anyway, without someone screaming 'social skills are not mind control' at me? Why not just stack up on combat skills and recognize that my character will always only be as effective as other people and the GM want them to be in the social arena, no matter what skills or abilities they supposedly have."

      And then I go ahead and buy the social skills anyway, because I carry the tiny hope in my heart that somehow, someway, this game will be different.

      posted in Other Games
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      Pyrephox
    • RE: Arx Alts

      @Darinelle said in Arx Alts:

      @Roz said in Arx Alts:

      @Darinelle @mail clears out when PCs hit the roster. (Messenger doesn't.)

      THEN WHY DID I GET ORAZIO WITH 300 FUCKING @MAILS?! <SOBS>

      Because being Orazio is suffering.

      And I never delete mails because then I will FORGET things.

      EDIT: Also, I used to be Orazio, and now I am Perronne (merchant extraordinaire!). After a long, long spate of idling, I'm trying to get back into the swing of being the world's happiest merchant explorer.

      posted in A Shout in the Dark
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      Pyrephox
    • Psychology and Sociology in Game Design and Maintenance

      This is actually inspired by the Water Finds a Crack thread, and I was going to put it there before deciding that I wanted to broaden the conversation without taking away from that specific line of thought. My background is in psychology and professional counseling, and I've long noticed just how applicable some of the things I've learned in practice and education ARE to the design of MU*s. I'm mostly too much of a flake to apply them myself, but I thought that it might be worthwhile for people to discuss some aspects of game design that are more about the people who play games than about the game itself.

      (Warning: This is SUPER LONG)

      When people create games, a lot of time the big questions are, "What's the setting going to be?", "What's the system going to be?", and "Oh god, who will code/how much can I get done without a coder?" As design of the game goes on, people may or may not ask, "What is the actual theme of our game?" and "What kind of characters are we going to actually support?". But I think we can ask other questions as well, that might have more profound influence on our design, regardless of system and setting:

      • What kind of community do I want this game to be?
      • What are people looking for in a play experience?
      • What kind of play do I want to see players have in this game?

      There are more, obviously, but these are just meant to illustrate thinking of the game design based on the effects that design will have on the behavior of your players, and which kinds of players a given design will attract beyond content-based decisions of "I like giant robots" or "I want to play a princess". As an opener, consider the role of two things in game design: community roles, and operant conditioning. There were three here, originally, but this got too fucking long.

      Community Roles

      Every person adapts to fit a 'role' in a given community. And every community has only a certain number of roles to fill, as well - in a theatre troupe, for example, you only need so many directors, so many actors, so many light techs or set designers. When you have more roles than you have people to fill them, communities tend to be open - even aggressive - about recruiting new people to the fold. Likewise, people are encouraged to try things they might not have experience with, and take on multiple roles (the fledgling troupe might not have a regular director, so everyone who's interested takes on directing something in addition to their other duties). However, as roles become filled with permanent or semi-permanent members, the community becomes more insular, and more, competition is introduced. Roles start becoming curated - who can be the BEST director in the eyes of the community? Additionally, new people tend to find that they are expected to 'prove' themselves, to show that they have value sufficient to balance the competition that they bring. Potential members who don't meet the 'standards' are quietly shuffled off, either actively ("Sorry, you didn't pass the audition,") or passively, through being ignored. Of course, in doing this, the community loses the benefits that new people bring - change, new ideas, and a 'stir of the pot' that keeps a community fresh and vital.

      In games, you can see this most clearly in the cycle of opening -> growing -> peak -> overpopulation -> stagnation -> decay. Most games, functionally, only have so many roles to fill, even if their claim is "You can play anything you want", and new games - especially in popular systems/settings - attract a great many people who weren't able to fill a desired role to satisfaction in previous games, all at once. More, some of those limited roles are very popular and 'fill up' to become competitive while others remain unfilled. As an additional complication, many roles in MU*s may be filled by placeholders - players who have that role, and defend that role, but do not use that role to advance the community or the game. Which, much like a director who refuses to cede the position, but also refuses to call any rehearsals, creates stagnation in the community, as everyone whose role depends on that role is forced to wait. Another complication is alternate characters; this enables one player to fill multiple roles within the game. This is neither good, nor bad, in and of itself, but it can mean that the roles available in the game fill up and become competitive faster, which means the community itself becomes insular more quickly.

      Implications for game design: Mostly, be cognizant of what roles your game has available (meaningful roles - what are the character roles who are central to the story, who have the ability to drive things, who have significant agency beyond just existing or being 'support') and how you can design the game to keep that role/person ratio beneficial. It may involve opening up new areas of the game world in stages (provided you have the staff to do that), or restricting alts either from holding certain multiple roles, or just in general. Activity within roles is also something to think of - how will your game handle someone 'squatting' on a very influential or competitive role? What effect will if have on your game if X position is filled by someone who doesn't play out the role? How can you build in workarounds for roles who depend on another role, but that role remains unfilled or is filled by someone who isn't interested in the interdependence?

      Operant Conditioning

      The very basic definition: People tend to repeat behaviors they are rewarded for. If you want your players to do certain things, build rewards for doing those things. If you DON'T want your players to do certain things, for heaven's sake, don't reward them for doing them. The concept of punishment is a bit more complex (punishment, in general, suppresses but does not extinguish a behavior - if you punish someone for doing something, the general take away is not "I won't do that anymore," but rather, "I'll be more careful to not get caught next time,"

      Where this gets complex in a game environment is that certain consequences can function as unintentional rewards. For example, if someone finds an exploit in the system, and the exploit is closed, but the person gets to keep the result of their exploit, this rewards finding an using exploits in the system - as long as you are the first person (or first people) to find and use the exploits before they are closed. Likewise, the rewards that people are motivated by will differ, but two that you are MOST LIKELY to run into are: mechanical improvement, and character agency. Players, by and large, are strongly attracted to rewards that allow them to a) improve some aspect of their character's mechanical values or assets, or b) serve as a concrete marker of in-game agency, influence, status, or power. And keep in mind that as these are rewards, they serve as ends in themselves, not (just) means to other ends - in other words, people will chase those two things even if they have no concrete plans on how to use them after they get them.

      Additionally, many players may have some level of compulsive or addictive personalities. This is where it ties in directly to the Water Finds a Crack thread, as well: some portion of players will ruin a game for themselves because they cannot STOP themselves from optimizing or pursuing rewards, even if those rewards are not fun. More, if you introduce a 'grind', some players will pursue that grind to the exclusion of all other activities, even if it's actively unfun. Increasing the level of the grind to make it 'less rewarding' or 'less useful' will only increase the compulsive behavior because you've just created what's called a variable ratio reinforcement schedule, and that goes directly to our monkey brains and says "do this forever".

      Implications for game design: Think about what you're rewarding your players for doing, because they are largely going to follow whatever the rewards are - even if you didn't intend something to BE a reward. XP is the most basic reward for most games, and most people have already seen how certain schedules of XP dispersal can actively create different behaviors (good and bad). Since XP will PROBABLY be your main reinforcer in most games, consider using it to facilitate the behavior you want to see...or at least stop using it to reward behavior that's actively hurting a game. Anything that allows a 'grind' should be capped at some low upper number in a given time period, unless you want a certain portion of your playerbase to focus on that grind to the exclusion of many other activities. IC titles/powers/abilities are often viewed as rewards, not necessarily as tools - you will have people compete viciously for them who have no intent of using them; the GAINING of the reward is the point.

      There. Word vomit done. But I'm interested in how other designers have thought about or used psychology/sociology to build their MU*s? Even if not formally, just thinking about how your observations of how people act on games and in groups, and using that to help design your game?

      posted in Mildly Constructive
      P
      Pyrephox
    • RE: RL things I love

      I have lost 33 pounds!

      In less 'I love' news, none of my clothes fit any more, but I'm not sure when the weight loss is going to even out, so I'm just trying to make do with belts. But I continuously feel like I'm playing dress up in an adult's clothes.

      posted in Tastes Less Game'y
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      Pyrephox
    • RE: Emotional bleed

      @GangOfDolls said in Emotional bleed:

      @tek To add to that, I've tended to notice it be more of a thing when players are trying to work out/unpack/give themselves a short course in self-administered therapy about something they're struggling with via PC as a proxy. This is almost always a total recipe for intense and ugly disaster.

      Yes. PLEASE don't do that.

      (And before anyone hops in to say that roleplay is a valid therepeutic technique? Yes, I know. But /not like this/. Roleplay in a supportive environment with a therapist guiding you through situations and helping you process your own and other reactions to them can be very helpful. But other players in an online game are not equipped or present for your emotional needs, and there is no one on the game who is tailoring the situations to allow you to encounter conflict and distress points in a controlled, supportive way.)

      posted in Mildly Constructive
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      Pyrephox
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