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    Best posts made by Sunny

    • RE: Idling all day on MU*s

      @lotherio

      Yes. Yes yes. Doing these things has to not be 'until it gets better', it needs to be 'the life of the game' -- as soon as you STOP actively leading that culture, it will fail.

      --

      ALSO, a small list from the staff perspective:

      A - randomly and publicly reward the behavior you want to see: HEY TOM AND JOE ARE PLAYING IN THE PARK I AM GIVING THEM 20 XP YAY

      B - start scheduling public things happening that the people in question could join

      C - help build connections between characters / players so they know more people

      D - build systems to encourage engagement on the grid (reward new interactions with people they haven't played with before; give votes given in public more weight than votes given in private, whatever)

      (private / public weighted votes is a BAD ACTUAL IDEA but a reasonable example of what I mean)

      E - passively aggressively imply in bbposts on the game that the reasons people are bored is because they're idling in their rooms (I wouldn't include this, but it has seemed to be the go-to for sooooooooooooooooo many game staff out there, tho recent history seems to be better about it)

      F - mind your own business

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Hello MSBites! Grade your administrators.

      @auspice

      I am very, very sorry for my part in that. The way that I handled my issues was unfair to you. I am sorry that I hurt you.

      ETA: I don't hate you.

      posted in Announcements
      Sunny
      Sunny
    • RE: Character likeness

      @bluebird

      I don't think pictures have transitioned to descs yet, though some people do just use links as their descs (it's a very limited number, and exists in about the same frequency as it did back in the 90s, so it's not a Thing). People have words on the games, and pictures on the wiki. Generally.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Hello MSBites! Grade your administrators.

      @auspice said in Hello MSBites! Grade your administrators.:

      But right now, I really want to be able to trust the forum at large to behave and keep to posting in approved areas without having to use other tools that require a lot of extra work on the mod's part. We're all adults. We should be able to go 'Oh, AnotherMUX put up an ad thread? I wanna talk about it. I should go see if there's a thread in Constructive.'

      I agree. You should be able to set the rules down and have people follow them, without needing code enforcement. I imagine there might be a month or three of people forgetting and posts being deleted before people 'get' it. I think making it more complex mostly means more work for the admins/more potential problems/headache as people trying to follow the rules are interfered with by code, and so on. There's a legitimate reason to leave threads unlocked (staff changeover is the big one) but telling people to not post unless (rules, whatever they end up being). People can make their own threads. They will, if that's the requirement. A tiny amount of work on our part to outweigh a million instances of tiny amounts of work adding together into a mountain for the admin.

      I really like the direction of things here. The new forum category is aces, and the ideas being generated here are great things. I'd change my vote if it would let me!

      posted in Announcements
      Sunny
      Sunny
    • RE: Idling all day on MU*s

      @nessa said in Idling all day on MU*s:

      Just know it can turn people away

      Not letting people idle on a game would turn just as many (if not more) people away, and only one of the extremes can be dealt with by somebody no longer worrying what OTHER people are doing with their time.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Tyche Banned

      Thank you.

      posted in Announcements
      Sunny
      Sunny
    • RE: Antagonistic PCs - how to handle them

      @arkandel said in Antagonistic PCs - how to handle them:

      However my caveat here is that competition kind of... comes with the hobby, too, whether there are black hats involved or not. Many players want to be special and stand out (which I won't analyze) but MU* social systems are often designed a bit like dancing chair games; your playerbase of 30 may only have 10 'ranks' - there is only one Prince, 5 Primogen, etc - so there you have it... competition.

      Oh, absolutely. People are going to be competitive no matter what you do, which is one of the contributing factors as to why a competitive framework is so problematic. People are going to compete for time, attention, limited energy, and other resources -- now when your game sets up resources to be scarce, or more importantly something they can gain by removing resources from somebody else, now you have the environment itself saying "if you cooperate OOC, you are taking a risk".

      This is actively unhealthy when you have a game of 30, 50, or 100 people, because you cannot ensure fairness of outcomes at that level, and when you remove fairness in a competitive situation, that's when toxic behavior explodes all over everything. This is why having everything coded like muds do mitigates it to a certain extent; when you have the code itself managing these things, the upset involved with Sally getting a mansion....well, it was the code, everyone has the same outcome with the code. It's also why there is such INTENSE screaming when it turns out that yet another one of these MUDs has cheater-bits in the code: it's the arbiter of fairness for their competition.

      eta: I do want to note that I think all of this can be addressed, mitigated, taken into consideration, and worked with -- there are ways to like, handle all of the associated problems (there's a lot of them). I just don't think the juice is worth the squeeze, and I think the time is better spent on how we can improve engagement with cooperative play and lean into the hobby's strengths, rather than mitigating weaknesses.

      Like, antagonists. If you set your game up to be cooperative, a lot of the sting of this comes out. You can set antagonist characters' players up to succeed, and create a culture of them working WITH the "protagonist" PCs to tell the best story, by rewarding them for leaving themselves vulnerable in X way. We ALL agree that antagonist characters add a world of good to EVERY game, provided they are in the hands of a good player.

      The secret here is, though -- look back even at this thread, and the posts from good antagonist-characters's players, and you'll notice a common theme from them: they all played their antagonist PCs as if they were cooperating with the protagonist players. If you set it up to reward these people for doing the things that make that work, you hobble them for actually competing, right? But you make the experience more fun for everybody involved.

      This is what I mean, and why I think it's super important to start divorcing "antagonist" from "competitive". If we start intentionally/mindfully setting antagonist characters' players up to succeed (OOC), the whole culture around it becomes more healthy. But that doesn't just HAPPEN save for a small handful of people, you have to actually build for it.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Dealing with Staff

      When the situation has been turned into one about 'winning' there is no 'dealing with staff' that is going to happen. That tone will always get through, and that will remove any ability for any sort of repair or positive working things out or anything.

      posted in How-Tos
      Sunny
      Sunny
    • RE: GMs and Players

      I'm just amazed at how often I'm being @ at and how far out of context my question is being taken. It was a question. It was answered. I said 'good to know'. I'm going to go back and delete my post now, and I'd appreciate not being used in this fashion any further.

      I am frankly flabbergasted at how far folks are reading into what I said and how much people can apparently tell about me, what happened, and what I might do by said question being asked. Wow.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Project X

      Something else to consider is the whole 'public scene' aspect -- I am much more likely to go to a scene in progress somewhere I know is part of the 'public grid' than I am going to be to page someone for RP so I can get a +meetme, or join a room from a list of rooms that I'm not sure is a private scene or what because it's all on a list and are you SURE that I won't be interrupting?

      There may not actually be a functional difference between picking a room off a list or just walking into it from the grid, but there are still practical differences to take into consideration.

      Yes, once people on a game get established, they're all for asking for +meetmes and joining their friends wherever they are, without a grid...how do you get there? How do you get over being new, a solo player, without an established playgroup? You can't be shy, fuck, no way -- you HAVE to be proactive and ask people directly for RP...

      posted in MU Code
      Sunny
      Sunny
    • RE: Pay to Play MUSHing?

      The money going to charity would not make it worse, but it surely wouldn't make it any better. Entitlement issues are a major problem with our hobby, and adding money complicates that. Start, stop, end. There isn't theory or plan that's going to turn it from a horrible idea into a bad one, let alone into a good one.

      The repercussions should be obvious. If they aren't, running a F2P mush isn't a good idea for you, let alone a P2P.

      Edited to add: Also, consider licensing issues. You are now profiting from an RPG. Boom.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: WoD MUSH Comparison?

      @Ganymede said:

      @HelloRaptor said:

      And set their own notes, and judge their own scenes. PVP even.

      If it's just about trust, and you trust the people involved, these should be no problem. Maybe they aren't, to you. I personally see it as having to do with shit other than trust, but I appear to be in the minority here.

      Sure. Make the +notes public. Make a 'log or it didn't happen' policy. Transparency helps to build trust.

      Of course, no. Why do that? Let's just stick to the way we've been doing shit for years, pretending that players can't trust staff, and vice versa.

      This. A thousand times this. We really need to start treating one another like trustworthy adults, and then deal with the people that end up abusing that swiftly and permanently.

      posted in MU Questions & Requests
      Sunny
      Sunny
    • RE: Pay to Play MUSHing?

      Being an asshole on the internet and decent in the meat world means you're an asshole when nobody is looking, which means you're an asshole.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Space Games and Travel Time? Why? Why Not?

      I am not actually a WoD player, either. However, I still feel like there's no reason for travel time to be strictly enforced on screen, let alone with space. If I have 2 hours to play tonight, and only 2 hours, I want to be able to go play, not sit for those two hours waiting to get to where the people are.

      I think that ANY code/system/policy that interferes OOCly with players playing is not a good system. Code-enforced OOC travel time interferes with peoples' ability to roleplay. Thus, I think it's a bad idea.

      posted in MU Questions & Requests
      Sunny
      Sunny
    • RE: Halicron's Rules For Good RP (which be more like guidelines)

      I don't think it really belongs anywhere in an official capacity, game-wise. Here is good, it's a discussion forum and so on. Putting it on a game in any sort of official capacity makes something that is unarguably subjective and making it seem like it's fact-based instead, like these guidelines make the one true way. Putting it on a game in a non-official capacity would just make you sound like a pretentious twit telling other players how to RP.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: CoD - Victorian - Penny Dreadful-ish.

      I just feel like there are a million different things that set it apart as not-modern, cultural aspects that can be played up, things that folks can focus on. Seems fucked up to me to make 'women must not have too many rights' the hill to die on for authenticity.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Plotted versus plotless scenes

      The amount of work that goes into making a big 'social event' scene into something more than a yawn-y spam-fest is just as much work as goes into running comparable plots. Running a plot has the advantage that everyone present is generally interested and ready to participate in This Thing, This Way. It's Doing Something. People put forth a lot of effort. In a 'social event' scene where you're juggling 20+ people and trying to ensure that everyone gets involved, it takes a considerable amount of planning, a whole hell of a lot of attention, and a ton of effort. It all equates out to be about the same amount of work, it's just where it's frontloaded and where that work comes in and what forms it takes, they're different. Very different.

      But oh my god, to run an actual engaging 'social event', it's seriously just as hard as running comparable plots. I do both. I also have run plot scenes for 15+ people at the same time, so I'm a lunatic, but that's neither here nor there.

      Edited because I do actually speak English, honestly.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Leadership, Spotlight, and PCs of Staffers

      See, I actually fall somewhere between the two types, as a tabletop GM. The story I plan is a situation. There are NPCs, they have goals and plans. There is the world, which will react to those NPCs and to the PCs based on actions. There are Things that Happen that are not in the purview of the PCs, that they often can't do anything but react to. The stage gets set, and then game on. I do fudge dice rolls sometimes ( and they know it ) to ensure not that the story goes the way I want ( the goes part is what we're playing ), but so that everyone gets to participate, do something, and generally have a good time. If there's something they need to notice, for example, I might have a target number in mind as 19, but nobody rolls higher than a 15, I might change the target number I had in mind. It's fluid.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: Coming Soon: Arx, After the Reckoning

      I play with like 2-3 people I have played with elsewhere (that I know of) and a WHOLE BUNCH of new to me people. It has been pretty amazing. I have not had any problems at all getting right in the middle of a whole lot of plot stuff, and I'm not even at the two week mark. I have to keep a spreadsheet to make sure I'm getting everything done I need to. This is not a complaint (nor something I see people not me needing).

      Part of my success is how I play, approach things, and reach out to people. I have little concern about figuratively cold calling folks. But I would not have managed as well if the character (that came off the roster) had not been built into stuff. I STRONGLY recommend a roster noble for folks who need a boost in terms of getting involved. It is SUPER helpful.

      Anyone is more than welcome to tag me here or on game for help getting into things. I will find a reason and do everything I can to hook folks in as long as I don't have to fight against you to get you in (oh, no, my character needs to be begged to help, f'rex). I play Belladonna.

      posted in Mildly Constructive
      Sunny
      Sunny
    • RE: House Rules vs Rules as Written

      I find house rules to be a necessary thing. Most tabletop systems are not designed for a persistent world that has more than 5-6 people, and thus absolutely must be modified with that factor in mind.

      posted in Mildly Constructive
      Sunny
      Sunny
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