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    Posts made by Sparks

    • RE: Coming Soon: Arx, After the Reckoning

      @Misadventure said in Coming Soon: Arx, After the Reckoning:

      @WildBaboons What isn't economically feasible, and why?

      Such things are up to the world curators to make possible, in whatever way necessary.

      I even offered a thigie on handling the economics of distant trade to @Apos.

      My understanding (as a player who plays an explorer) is that there are IC metaplot reasons that Arvani cannot reach Eurus reliably or Cardia at all. (Much less places even farther afield like Jadarial, Weijin, or Nefer'khat, who never trade with the Compact and who most Arvani other than scholars may never even have heard rumors of.)

      Until we do reach a point in the metaplot where those IC reasons can be surmounted, people may well try to sail for foreign lands—Aislin made an attempt to reach Cardia in her pre-roster backstory, sailing along the southern Wastes—but best case scenario is likely to be that they return home empty-handed.

      Worst case, they don't return home at all.

      That's why it's probably economically infeasible right now; throwing money at trying to reach those places won't work until the IC problem preventing us from reaching there is solved. I would imagine that doesn't preclude people making that their focus—trying to figure out how to get to those places—and looking into it could absolutely make for fascinating plot; some of the Society of Explorers have figuring it all out as a thing they want to work on, so I'd imagine merchants might too. But they should probably go in with an OOC understanding and expectation that they aren't gonna be heading off to Eurus or Cardia ICly any time soon.

      Mind you, this is just a player's understanding of things, so take with a grain of salt! There may be other (game balance) reasons that could figure into things as well, for instance.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: skew's Playlist

      @skew totally understand, but sad to lose my cousin. (Also sad we didn't RP more, but that's more on me.)

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: Coming Soon: Arx, After the Reckoning

      @Kanye-Qwest said in Coming Soon: Arx, After the Reckoning:

      Oh man it would be fun to make another grid. And we might! But it is unlikely to be Eurus, because of our avoidance of PCs without agency. Eurus is an unpleasant place to be, if you aren't one of those in power.

      My impression based on everything Aislin has learned is that "an unpleasant place to be" describes much of the rest of the world. It's just the nature of the unpleasant that varies!

      (Still ICly want to see those places, though!)

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Scar's Playlist

      @scar said in Scar's Playlist:

      Updated for Fifth Kingdom, Iseabail~

      Man. How many of my friends are going over to that game? I almost feel like I ought to check it out.

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: RL Anger

      @Paris said in RL Anger:

      @Admiral unfortunately opiates don't do much for migraines, and often make them worse.

      Barbiturates will sometimes block the pain, but I refer to it as a zoo cage. It's like the difference between standing ten feet away from a hungry lion on the veldt, or standing ten feet away from a hungry lion with thick zoo glass separating the enclosure from you. In both cases there's a lion ten feet away from you, but in one you can still perceive the lion even though it can't eat you.

      Unfortunately, they also only last a few hours, and tend to have plenty of other side effects. (And I'm not fond of the idea of becoming dependent on pain suppressors to function as a human being.)

      I've yet to find what truly works for me, either way. Topamax worked best so far to reduce the migraines, but made me feel like half of my brain was missing and the remaining half was running at a very high latency.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: RL Anger

      @Auspice

      Sympathies. The dance of "will this migraine medication work, and if it does, will the side effects be tolerable" is ever so fun. 😞

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: RL Anger

      @Paris said in RL Anger:

      @Sparks the fact that I missed none of mine was considered to be unusual, if it helps. It's stressful but a common occurrence.

      Yeah, I know. And mom's made it within spitting distance of the end of this cycle of chemo—which is a pretty rough one, since every third week she gets two types of chemo at once, one being the abdomenal wash—without having to miss a session. So rationally, I'm not too worried.

      Emotionally, however, that doesn't really help the stress reaction.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: How to use Potato MU Client

      @skew said in How to use Potato MU Client:

      @Thenomain When I played on that SW MU, it would often strip out carriage returns from poses, on and off, sort of at random. Recently, some update to Evennia also had Arx eating up carriage returns and not adding posebreak carriage returns. They got it resolved, I think, but it was happening.

      The Evennia issue was actually one where it added extra lines for some people; the only way to eat all the extra newlines was to suppress empty lines on the client side, thus causing posebreaks and empty lines that should be there to vanish as well. It was fairly quickly fixed.

      posted in How-Tos
      Sparks
      Sparks
    • RE: RL Anger

      Yesterday, my mother's neutrophil levels were found to have dropped to the point that she had to skip her chemotherapy.

      Now, missing one session of chemo isn't the end of the world; it happens to plenty of people. I keep telling myself that.

      But it really doesn't help reduce the resulting stress.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Game Stagnancy and Activity

      @Apos said in Game Stagnancy and Activity:

      @Sparks 516 events total so far, looks like about 54 of the events were PRPs during the siege. That's just a rough guess on the times they were run and the names.

      So if we assume like... 40 of those 54 were PRP events (which seems not impossible given what I remember of the siege activity), and given your rough number of 120, maybe a third of all the PRPs run so far happened during the siege?

      That seems almost too high to me, but I suppose I wouldn't be 100% surprised. I mean, if that's the case, that really bears out the "carve a channel and the PRPs will flow through it" theory. Make it easy for someone to run a PRP and they will, especially with the possible @randomscene bonus for GM'ing.

      I almost wonder what would happen if you put together pre-made PRP 'kits' next time there's a major event like that: "here are the stats for this type of enemy", "here are some tips on how to run it", etc. How many players would pick up those 'kits' to run with, folding their own story bits around them?

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Game Stagnancy and Activity

      @Apos said in Game Stagnancy and Activity:

      @Sparks Yeah very strongly agree with all of this, and I felt I learned a lot from the Siege of Arx and how players responded. Especially that people really like to run PRPs. There's been like 120 run during season 1. That's way, way, way, way more than I expected.

      ...dang. Though now I am wildly curious what percentage of those 120 were specifically during the siege.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Game Stagnancy and Activity

      PRPs are a great way to keep things active, but as others have said, you need the tools to make them as effective as possible. As called out already, Arx had a ton of PRPs during the siege, but they all felt sort of self-contained; no one plot actually felt like it affected the siege as a whole in a meaningful manner, which I think contributed to player fatigue by the end of it.

      In hindsight, what I might've done there was give a weekly update of the 'state of the siege', detailing how frequent the incursions were and how thick on the ground the army appeared to be outside. If players did a lot of PRPs and succeeded well, I'd probably have the number of off-screen attacks in that report have gone down, or see a decrease in the troops encamped outside the walls. I might even have included a 'Silent Army Strength' metric, and used that for the final battles; run enough effective PRPs of people doing things against Brand's forces, and you reduce the difficulty of the final battles. Then folks would've probably felt fairly invested.

      (Admittedly, I think another problem was that the siege PRPs became a lot of 'something happens, and suddenly Bringers!' and people fighting them; there were lots of well-run combat scenes, but it was almost entirely combat scenes.)

      So that said, here's the things I try to keep in mind to make a PRP engaging enough to keep folks really interested:

      • Players always want a chance to shine; I try to write plots such that everyone who's going on them has at least an opportunity to really do something in their wheelhouse. Every character has something they can do well—if they don't, they probably aren't going to be super fun to play forever. It can be something with no plot relevance (see: Hallie's tattoo skills over on BSGU), but there's going to be something they have. It might not even be a skill, just a particular knowledge or interest; I had a player once send out, "Does anyone know any dialect of elvish?" and boy howdy that was right in my character's little linguistics nerd wheelhouse, so I got fed a little more information. If you give them a chance to use this in a plot, they're probably going to be happy. I tend to look at players' rphooks, or wiki 'Interests' field, or whatever before finalizing a plot's details for that reason.
      • Players do want to feel like they affect the world. Obviously, you can't really have a PRP let someone blow up a prominent building or assassinate the king or whatever, at least not without tapping the staff in at some point and going, "...help?" But if a PRP takes place entirely in its own little pocket, they will be sad. Give them something to take back, whether metaphorically or literally.
        • To use Arx as an example again, the clue system is great for this, now that you can create PRP clues yourself. I've also let people find old objects—not artifacts of power, but things they can take home as a remembrance anyway.
        • I've also tried to leave at least one hanging plot thread from each plot, so that players can pick it up and run with it themselves for more PRPs (or I can pick it up later). The demon-tainted shavs who got away during the Hunting the Beast plot, the one mural they couldn't decipher in Choose Wisely, the whole lingering question of "where the hells did he go after he did this" for the villain behind The Forgotten City, etc. Even if it doesn't affect the main metaplot, feeling like it wasn't just a self-contained one-off—as if it's part of the world, and there's still consequences and things to look into after they get home—seems to help player investment, and keeps it from feeling like it took place entirely in its own little pocket world.
      • Thematic consistency is important. You might be GM'ing this PRP separately from Tony's PRP, and both of you are doing things entirely separate from Staffer Julie. But for the players, it's all the same world; people are going to take whatever you did and bring it back to mainline plot stuff. If I make a demon in my plot who can be defeated by one specific means—say, they cannot tolerate the presence of one specific plant—and the players defeat the demon that way, I guarantee you that the players are going to share that info around, and the one player from my PRP who is later on some other plot is going to want to try that plant against the next demon they face.
      • Obviously, it's easier to run PRPs within a narrow thematic channel ("a skirmish with the Cylons", "Bringers in the city again") and fit it in to ongoing things neatly than it is the overall wider world and entire theme ("I'm gonna run a big plot involving Ha'la'tha smuggling!" "I'm gonna have you all face a Demon Knight who enslaved a village!"). Give players hooks to hang their PRPs off of where you'd like to encourage RP—carve those thematic channels for PRPs to flow through—and you'll see it happen. Witness, for instance, the sudden spate of "I'm gonna run a PRP!" during the siege on Arx.

      If you can hit all those points, you can keep players engaged, and the PRPs feel like something that actually ties into and effects the world.

      So I feel like one key is to facilitate that. Make a PRP GM interest group, a channel for players to trade GM tips and tricks; GMs love to chat about things they're planning, even just in the abstract. Make tools to help them; I know Arx is working on +goal and +prpgm systems, which should make it much easier to hit those points. I know FS3 games allow players to setup and run the combat code just like a staff GM would, which hugely facilitates things like players running skirmishes on BSGU. The more information they can get to plan PRPs, the better; the fact that @faraday posts the goals for a given 'campaign' helps players GM stuff that feels like it fits into that specific campaign.

      And if you make it possible for PRPs to feel like a living, effective part of the world, I think you can keep the game fairly active even without staff having to kill themselves or end up run ragged trying to GM or oversee everything.

      That's my overly-lengthy $0.02, anyway. 🙂

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: Dead Celebrities: 2017 Edition

      Steven Furst, a.k.a. Flounder in Animal House, and Vir Cotto on Babylon 5.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Meg's Playlist

      @Meg I will miss you, but I'm only a Discord or Hangouts message away. And I still harbor hopes of dragging you to Seattle someday. 🙂

      posted in A Shout in the Dark
      Sparks
      Sparks
    • RE: I Need Career Motivation

      @Cheesegrater said in I Need Career Motivation:

      If you like getting paid and don't like web development, Embedded systems are booming right now, what with every new product needing to be on the IoT or controllable via a smartphone app.

      Welcome to my life! Though we've definitely gotten to work on some cool stuff.

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: Separating UX from Functionality (Design Patterns!)

      @Griatch said in Separating UX from Functionality (Design Patterns!):

      @Sparks prototype is indeed looking very cool. There are Django bb apps but this of course has the advantage of being adapted to Evennia - and I guarantee no third party app offers an in-game text-only version of the same thing! Hope you may consider it as an Evennia contrib as some point. 😉
      .
      Griatch

      I plan to. I have some last cleanup I want to do, maybe this weekend, and then I'll throw it up on GitHub for others to poke at. It was my first major Evennia thing and so probably could stand some improvement.

      posted in Mildly Constructive
      Sparks
      Sparks
    • RE: RL Anger

      @Meg said in RL Anger:

      @Meg and now one of my coworkers is being a condescending asshole on top of everything. my friend who is supposed to be on my side. i didn't sign up for this shit.

      poaches Meg, drags to Seattle

      posted in Tastes Less Game'y
      Sparks
      Sparks
    • RE: UX: It's time for The Talk

      @Griatch said in UX: It's time for The Talk:

      @RnMissionRun While your example code is simple enough, I must admit I'm not familiar with FugueEdit. Is it an in-client editor? Could you elaborate a bit on what it is and how it works compared to say Evennia's in-built @desc/edit that uses the EvEditor?

      FugueEdit or SimpleMU-grab type stuff pulls text into the client's input area, pre-populating it.

      So if I grabbed a desc, instead of it being in the in-game editor, it would pull the desc into my input area, so I can edit a single word or whatever, and then just hit enter again to re-send the command.

      posted in MU Code
      Sparks
      Sparks
    • RE: UX: It's time for The Talk

      @RnMissionRun said in UX: It's time for The Talk:

      @Griatch I had thought to implement at least the simple-edit MCP package for Evennia (which is the only part of the spec that ever saw much use anyway), but then I figured that most of my players would be connecting with a MUSH client, so I did something a lot more simple:

      FWIW, there's also the SimpleMU/Atlantis /grab system, which was meant to prevent people spoofing FugueEdit stuff into your input window. You had to set a 'grab password' on yourself, and then it was "1234<password> <line>" — the password was to avoid things like the jackass I ran into who used to be a complete jackass who would @pemit FugueEdit lines to folks during scenes in order to clear their input windows while they were posing.

      Still, I used to have a command on most MUSHes I staffed on, where if they set a grab password on themselves, the +grab would use the SimpleMU 'secured' method; if they didn't, it used FugueEdit.

      (Really, though, proper out-of-band support is best for things like this. I just wish more clients supported it properly.)

      posted in MU Code
      Sparks
      Sparks
    • RE: Separating UX from Functionality (Design Patterns!)

      @Groth said in Separating UX from Functionality (Design Patterns!):

      @surreality
      I'm not too familiar with TinyMux but assuming it has the same database backend support that Penn has, it should be reasonably trivial since all you need to do is make it store the bbposts in the database rather then on a gameobject. It's one of those things we always talked about doing but never got around to implement since there was always other things on the to-do list.

      On Firan, I wrote an @invision command which let posts be made to the Invision web forum for the game, via the SQL interface. This was used to archive rulings and other stuff; the normal board installation on game was modified to use it for a few boards.

      It worked, but you didn't have things like sharing the read/unread state between the two.

      It doesn't work against current Invision, I'm certain, because Invision changed their schema; it would need some rewriting.

      @Sparks
      If you made a functional prototype it I commend you. One of the issues with trying to do it within the classical MUSH platforms was that you would need the web forum to insert the posts in, a nice thing about using Evennia is that you can have the web part fully integrated rather then try to hack yourself into phpbb.

      Yeah, the one linked above is the Evennia prototype that I talked about on IRC. I probably want to add a few things (like the ability to flag a spammy board as not shown on web, etc.), And I'm still not sure about monospace font for the post content. But it demonstrates nicely what I mean about doing something on both interfaces.

      posted in Mildly Constructive
      Sparks
      Sparks
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