I'm actually not surprised to see any weddings yet. People generally want to get a good feel for another player before they hitch their wagon to them, and then the IC stars also have to align.
Posts made by Roz
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RE: Coming Soon: Arx, After the Reckoning
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RE: Coming Soon: Arx, After the Reckoning
@Kanye-Qwest Listen, maybe if you stopped excommunicating people with marriage plans!
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RE: Coming Soon: Arx, After the Reckoning
@Arkandel I can tell you that Ashford has several super cool players! I haven't played with the newest Harlan (head of the house) but I can tell you that Aislin, Cara, and Killian are all good folk.
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RE: Coming Soon: Arx, After the Reckoning
@DeadEmpire Only a minute or two.
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RE: MUDRammer help?
@mudrammer Thanks! At the suggestion of Arx's headwiz, I dropped this into a bug report for the coder.
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RE: MUDRammer help?
@mudrammer No no, the @color command in this instance just prints a color map, it doesn't set anything.
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RE: MUDRammer help?
@mudrammer This must be an Evennia thing, because the codebase is so different from anything else. But there's no in-game switch. It specifically says it doesn't try to check what your client supports, actually: it just spits out xterm and your client either can read it or it can't:
------------------------------------------------------------------------------ Help topic for @color (aliases: color) testing which colors your client support Usage: @color ansi|xterm256 Prints a color map along with in-mud color codes to use to produce them. It also tests what is supported in your client. Choices are 16-color ansi (supported in most muds) or the 256-color xterm256 standard. No checking is done to determine your client supports color - if not you will see rubbish appear. Suggested: @color, ooc, look, @ooc ------------------------------------------------------------------------------
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RE: MUDRammer help?
@mudrammer Yeah, but every other client with 256 color options seems to display Arx correctly. There's not a setting I've had to switch on for any other client; the clients that support 256 colors just show them.
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RE: MUDRammer help?
So MUDRammer says it supports xterm, but it's only showing 16 colors for Arx. I can't find a setting anywhere to turn things off or on. Is this an Evennia thing? Is it just me?
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RE: Metrolook Mediawiki skin, questions.
You can generally dig up the original CSS theme files and edit them, but it's not a great idea if you ever think you'll end up updating the theme version (as all of your changes will be overwritten), which is why doing things on the MW-end is generally better. (Common.css, <Skin Name>.css, etc.) I took a glance at Metrolook's documentation and it looks like the theme.less file you're talking about is specifically for skin customization? There's no real way to do what you want without getting at least a little comfortable with CSS here. What I generally do, since I'm on Chrome, is do a right-click: Inspect Element deal on things I want to change so I can sort of figure out where they exist in the CSS and copy that over to Common.css or whatnot and edit the value to what I want. I'm not a CSS expert, either, but if you show me what you're working on I can probably help you at least adjust things like the background.
Just a note, from someone who has taken a default light skin and turned it dark: you're probably going to find more stuff to change as you go apart from just background, text, and weblinks. I know I kept finding little bits and pieces optimized for light backgrounds.
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RE: Coming Soon: Arx, After the Reckoning
@DeadEmpire I don't think Jill is known for putting her Jill-ness on channels, anyways. Mostly just pages.
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RE: Coming Soon: Arx, After the Reckoning
@DeadEmpire It wasn't Jill, alas. Just an aggressive sort of guest.
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RE: Sensitive cultural/political/religious aspects of game themes.
@Thenomain You didn't ask for clarification, though? You assumed that by "problem player...who clearly wants the game to be something different than it is" I apparently meant "anyone who criticizes the game." As opposed to...a problem player (AKA a player who has caused problems) who cannot reconcile what the game is with what they want it to be. Which is your assumption to make, but it was incorrect, and it's disingenuous to say that your response was one that was asking for clarification.
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RE: Sensitive cultural/political/religious aspects of game themes.
@Thenomain said in Sensitive cultural/political/religious aspects of game themes.:
@Roz said in Sensitive cultural/political/religious aspects of game themes.:
"Well, this is what it is, but good luck finding the game you want!"
This is exactly why a problem player will stick around. To many, it's better to suffer through the things you disagree with and actually get to play, than to sit on the sidelines. The idea that you must agree 100% with a game to play there is dangerous, that you can't be critical is poisonous. You can demand respect, but you get the respect that you give. All game culture is shaped by how staff acts, no matter what they say they want, no matter what's written down in a news file or on a wiki.
Throwing someone's dissatisfaction in their face is not good behavior.
Okay, you're taking my super glib remark pretty literally. This is a distillation of a number of serious problem players I have dealt with who make series of super unthematic demands while being toxic to the game and then try to get their way by yelling "Well if you don't give it to me I'll leave!" It's very empowering in moments like that to be able to say, "Okay, you can leave if you want."
Or guests who clearly want a game that's totally different than what you've set up and you've been working with them for literal months off and on trying to get them on the same page and finally telling them that we're probably just not the game for them.
Like, maybe give a little benefit of the doubt here and don't jump to the conclusion that what I'm talking about is showing every player who criticizes my games the door?
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RE: Sensitive cultural/political/religious aspects of game themes.
@Arkandel said in Sensitive cultural/political/religious aspects of game themes.:
@Lithium said in Sensitive cultural/political/religious aspects of game themes.:
Theme is theme.
If you don't like the theme, don't play on a game.
To add to that, not all people will ever like a game's theme. That's okay, it's why different games exist instead of just one game that fits all players!
There's something really satisfying about telling this to a problem player (or potential player) who clearly wants the game to be something different than it is. "Well, this is what it is, but good luck finding the game you want!"
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RE: Sensitive cultural/political/religious aspects of game themes.
@surreality said in Sensitive cultural/political/religious aspects of game themes.:
@Thenomain said in Sensitive cultural/political/religious aspects of game themes.:
If you're not going to change history, then you are, as the back and forth between @Pyrephox and @Ominous concluded, allowing the hand-waving the RP of certain things. The only thing I can see that you can do is approach them with respect and I'd imagine that you'll say what is not okay for your game.
Here's the thing, though: I'm not saying 'those things don't exist, and people will not encounter them'.
Other people on the thread are, though. Both of these options have come up, so I think that Theno has just been responding to both and not just your system that you've decided on. (Which I think is cool!)
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RE: Sensitive cultural/political/religious aspects of game themes.
@Gilette said in Sensitive cultural/political/religious aspects of game themes.:
Anyway, as far as cultural/political/religious aspects goes... I teach history. It's probably why I take these things seriously. If you're going to set a game in the 40s, then I better see the cultural context. If you're going to set a game in the 40s and tiptoe around issues of race and gender then, hey, don't bother.
Or you can just not bother playing that game because it's not for you.
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RE: Sensitive cultural/political/religious aspects of game themes.
@Pyrephox said in Sensitive cultural/political/religious aspects of game themes.:
@Roz said in Sensitive cultural/political/religious aspects of game themes.:
@Derp said in Sensitive cultural/political/religious aspects of game themes.:
@Roz said in Sensitive cultural/political/religious aspects of game themes.:
@Sunny said in Sensitive cultural/political/religious aspects of game themes.:
@Kestrel said in Sensitive cultural/political/religious aspects of game themes.:
I happen to think that rape, sexism, racism, ableism, homophobia, transphobia and the like make for great storytelling — this coming from someone frequently derided as a SJW — so I tend not to understand why anyone would want to exclude these themes from their story where they should realistically apply.
Some people do not enjoy having to same fight they have to fight in their everyday lives in their pretendy-fun-time games, don't enjoy exploring trauma that they have personally experienced. It's not really a hard concept to grasp even if you don't feel the same way. Empathy is awesome.
Yeah. I don't see why it's exactly hard to understand. People can like all different aspects of a historical time period that are unrelated to specific discriminations that also existed then.
But the point is, they exist whether they are pleasant or not. Pretends fun times doesn't necessarily take a Mr. Clean Magic Eraser to the fact that there are horrible things in the world. Any world.
No, they don't necessarily. But some people would indeed like to take a magic eraser to them in their hobby time. You don't have to be 100% historically accurate for fun to exist. Like, are you objecting to the purity of people's RP experience or something? People who bend settings are generally fully aware of those unpleasant things. They just maybe prefer making a space -- or playing in spaces -- without them.
It's worth noting that people also exist for whom these sorts of cultural restrictions and flaws provide an interesting set of constraints and conflicts to drive RP. Neither of these positions is a wrong one - and in fact, many people (like myself) fall in different places on the scale depending on what mood they're in and what the specific game is. Like, if I'm playing a game set ostensibly in the 1800s, then I want there to be acknowledgement of the mores of the time /even if those mores are not a major part of the gameplay and plot/. If I'm playing, say, a politically-oriented game, then I'm going to want those mores and customs and taboos to be a much larger part of the game, because those are many of the things that drive and complicate politics. On the other hand, if I'm playing a game where the premise is "we're cowpokes putting down a zombie apocalypse with our six-shooters" then I am not going to want racism or sexism to get involved in my pretendy fun times.
Like a lot of things with MU*s, it's not that any one position along the continuum is unreasonable, it's just that getting a group together who are on entirely different places on that line can be...complicated.
Yeah. I don't object -- and I don't really think anyone on this thread was objecting -- to people who enjoy exploring these kinds of tensions. What I don't really get is the idea of like -- "How can you not even enjoy not playing these specific issues?" or "What's the point in this setting if you don't have sexism or racism or whatever?" Different people like different things, some people like all the realistic issues, some people like none of them, some people like only some, some people like the ones they don't have to deal with in RL, etc. But I get irritated at the notion of "You shouldn't ever play in these settings unless you play all the issues."
People should make the games they want to make, and if people don't like the inclusion or exclusion of real world sensitive issues, they can move on.