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    Best posts made by surreality

    • RE: Course Corrections

      Re: Lego Lass: I would be tempted to Poe her. By which I mean wall her up somewhere, with the legos in place of brick, in chains. (But I'm having a more bitchy and bitter than average day, so take that with a grain of salt, or salted caramel if it helps it go down easier, your call, y'all.)

      I would gently nudge.

      Re: style stuff: If the game has a generally accepted standard they want or would strongly prefer people adhere to, they should post it somewhere. It varies a lot from culture to culture in online RP, so people may just have a habit of doing things a certain way and not notice. It may come off prissy to some, but most folks will be grateful they've been spared an unintentional faux pas (and/or potentially getting yelled at or vaguebooked about here).

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Game of Thrones

      @Arkandel Costumes, too. Especially with the thing this week. I told the maternal one to watch for it and she was practically giddy, it was adorable.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Course Corrections

      @Three-Eyed-Crow I did up a resource thing for a style guide. It's not a policy thing, but a section of what's more or less 'these are tips and tricks and random bits of hopefully helpful advice from the community'. It has a style guide for stuff like this, also for the norms for ANSI and ASCII use on the game (since this varies a lot from game to game, too), but there's also things like how-to walkthroughs for various commands or adding fun things to builds, etc. It's something I wish more places would do, honestly. The unspoken 'how it's done' from place to place can be a brutal social code to break sometimes, especially if a game has its own really unique or defined culture going for it (which many games, especially the long-lived ones, tend to have).

      posted in Mildly Constructive
      surreality
      surreality
    • RE: RL Anger

      @Macha Yeah, I need small for 'short woman with zero upper body strength'. I'm not in a place with super-restrictive anything, though it's not, say, Florida, either.

      When I was in elementary school, there was a friend of mine whose father sold "interesting" military surplus. The closet we weren't allowed to play in had an honest to gods rocket launcher in it. Wishing I hadn't lost touch with them over the decades all of a sudden!

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Course Corrections

      @Cupcake (Apologies for the double.) I would bring it up in the context of 'do you think you could stick to the tense the rest of us are using, since it could be an awkward read in the log otherwise?' which may get the hint across. Useless if the game doesn't have a logging culture, but it could be a potentially gentler way of broaching the subject.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: RL Anger

      @Auspice Danke. I need to check in with the husband about it. He's sorta wanted to do this for a while, not sure why. But I had, of course, always objected. No more objections. There's been a bat by the door since this started up for a reason.

      I am not above digging through the old garden tools in my parents' basement next door. My grandfather's workshop is down there. He invented a long-reach pulley toothed scythe-type-thing for sawing medium-sized branches without a ladder back in the 30s through the 50s. All the old prototypes are still down there, rusting in patches for that extra level of 'fuck all the way off'.

      The only actual weapons training I have is in halberd, because life is made entirely out of irony, I guess.

      I may be a short runty weak fat bitch, but I am a short runty weak fat bitch who is just crazy enough to haul that shit out and use it on a person who will not fuck off if they are fool enough to show up at my door.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Strange Game Dev Inquiries from surreality (condensed)

      (...and time for today's weird question and quirky explainer.)

      There are a lot of attributes in this system. A lot of them. Oodles. There's a reason for that, but it's long-winded as heck and gets into some philosophical weeds I'd rather avoid while trying to get some progress in today.

      Like WoD, the typical mundane human scale is 1-5. Non-humans and fancy humans may be able to go higher in some things based on the character type and class, with 8 as a hard cap PC maximum. There's always a trade off, though: higher in something(s) means lower in something else(s). (For instance, if you can go to 7 in something, you can only get to 3 in another, or maybe two other things are limited to 4.)

      5 is, obviously, considered exceptional. Anything over 5, amazeballs.

      For every level in an attribute someone has at 5 or higher, they get a special perk for free that's uniquely associated with that attribute. So if they have, say, a 6 in intelligence, they'll get two of these perks that they'll be able to pick from a list.

      This gets a little into the weeds, but part of the idea behind this is that while many people eventually get to the point that they have fairly high stats sooner or later, everyone still wants to be at least somewhat unique. Being able to pick some perks help customize that high stat's strength and IC interpretation helps people further define their niche, so while two characters may be just as intelligent, there is a notable mechanical way on +sheet that they're intelligent in different ways and potentially likely to remain more distinctive -- which, let's face it, people like, whether it's 'I like my niche' or 'I like being a snowflake', and so on. (Being fairly anal retentively specific on attributes helps this along, too; that's partly why there's a pile of them. Also, the specificity helps narrow down which to use for what, which was often something of a squint-inducing headache to me in WoD, which seemed to generalize a little too much.)

      Most of these are fairly low grade perks, or something that the character can pull out of their hat once a week or once a month if it's something more impressive.

      The question: is there anything like this out there that you know of that you would recommend I take a look at for reference? (These are something I expect to see a flood of ideas for from folks during beta, honestly, but again, I'd like to get a nice selection of them in there before that.)

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @Auspice You're doing a good thing, and that really is the best thing to keep in mind.

      It sounds like he can't see past his own nose, and I'm sorry you have to put up with that crap.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Strange Game Dev Inquiries from surreality (condensed)

      Those kinds of scenes are honestly one of the reasons I strongly encourage people to watch the hell out of Black Sails. They really are. While it has its share of action, the prep/planning and aftermath/reflection scenes outnumber them dramatically, and they're excellent.

      (The other reason is how much the characters consciously discuss the power of a story, whose story is believed, why it's important to tell a good one, which ones last and are remembered, etc. Genuinely amazing on this front.)

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Game of Thrones

      Welp, the costume trend mentioned last week remains on point, I see.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Course Corrections

      @Arkandel I can deal with the '' formatting things if it's in a log going up on the wiki. People have used /<text>/ or -<text>- or other things to indicate italics or bold for years and years, so using the actual thing that will translate it to italics or bold in the log just seems like saving time for whoever's stuck editing the thing to post later.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: RL Anger

      FWIW: If you have never been to an oral surgeon vs. a dentist for an extraction, typically, the oral surgeon is going to do it faster, less painfully, and much less expensively.

      It seems counterintuitive, but with hell teeth and going through this more than once, I have found this to be consistently true, and insurance covers neither for me.

      Dentist: $450
      OS: $180

      YEAH. Big difference.

      (That said, our dentist is nnngh on overcharging for all the things, but still.)

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: What does advancement in a MU* mean to you?

      I actually really like the idea of setting something as a 'character advancement represented on +sheet and working toward that goal', as in, setting aside advancement points or XP or whatever else you want to call the various milestones or measures of accomplishment, and having people more or less automatically progress toward that stated goal through IC actions. That's pretty frickin' brilliant.

      If I was going to look at this -- and seriously, after that mention, I think I probably will look into a means of doing so -- I'd use that as a separate thing from the kind of character goals as described. Aspirations in GMC/CoD, for instance, are just 'things I would like to do'. Even the book gives examples like 'have a one night stand' as valid for short-term character goals, for instance, that are valid to character development in terms of characterization, but may be harder to directly tie into advancement-based goals.

      Realistically, you could do something like 'this XP gets assigned to seduction, if you ever choose to raise it', but that starts setting up a number of very subjective XP tracks that may be hard to manage, depending on the complexity of the system.

      What I can offer here is what I've been looking at. I will do my best to explain why I'm doing things this way, but I'll warn: it gets off into some very esoteric tangents. It's something also designed around the idea of the game I would like to see exist in reality, this occurring in a shared/MUX environment, and oceans of navel-gazing abstract thought time. I may miss some bits that are relevant.

      My goal: a collaborative, cooperative storytelling environment in which participants can freely share creative ideas and stories and create a shared world within a specified theme and scope.

      Bear in mind, this does not require a sheet. It doesn't even require a system, really, depending on the folks involved. But to make it open to as many participants as possible, these things are useful tools. Not everybody can always agree, and as a result, a system of resolution is fundamentally useful and productive.

      Once you introduce a sheet, you do have the advancement question.

      I am not fond of XP earning caps for the reasons @ThatGuyThere has articulated. Further, the way I have seen them implemented in the past has led to precisely what he's described. I've also seen staff slow to process +jobs screw this up even further -- where, if staff were doing their job in a timely fashion, things would be fine, but then instead they wait two weeks to so much as touch the thing, and then all that work gets capped and slashed to half of its real value. From personal experience, I can say this adds dramatically to the level of frustration an earn cap can create.

      I think learning time delays are a much more reasonable thing. The potential problem you get from this is that people will potentially spend more broadly than they might have otherwise if 'I have a need to spend my XP simply because it's here' issue.

      Between the two, though, I think learning times still result in the much lesser evil. 'You get rewarded for your efforts' should be a constant. 'You get rewarded for your efforts up to a point, or unless staff gets lazy' is powerfully discouraging and rightly feels unfair. The players who are the most generous with their time and are doing the most to keep your game alive through running things for others are typically the ones most hurt by this.

      It's better, IMHO, to allow people to earn what they earn, but spend in a reasonable fashion. What 'a reasonable fashion' is can vary -- some things are more reasonable than others -- but to tell people 'your efforts only mean anything up to a point' is, in my view, pretty awful.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Real World Peeves, Disgruntlement, and Irks.

      ...one of these days, I will manage to do something right. Am tired of feeling like that's probably not true.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: CofD and Professional Training

      Personally, I'd make it the 'this is the collection of crap you get for choosing the template' for M/M+ (not ghouls or WB, but just 'mortal with supernatural merits' sort of +).

      All of those other things get a similar pile of free crap with template, and it's not a bad way of setting up a standard package of benefits for mortals and non-sphere-affiliated M+ templates.

      Edit for some quick math: PT at 5 has, 3x9/again (no XP equiv), 2xContacts (2xp), either one or two specs (2xp, will go for the higher one here), one skill point (2xp), and rote (no XP equiv). That's 6xp of merits, plus two additional and yes, very noteworthy perks. A 2e vamp gets 9xp in disciplines (if they're choosing in-clan only, if not this total could be higher), and a free attribute dot (4xp), plus the various other non-costable vamp perks. I forget the WtF tallies (forcibly expunged from the brain), but they're similar enough. Even ghouls get 6xp worth of free disciplines, which at least on points is on par here.

      I don't see the nightmare here. I really don't.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: RL things I love

      @Pandora I feel you on this, and... WTF.

      I try to like lamb, I do try. I just don't. I've had really good lamb and really bad lamb and have come to the conclusion that I just do not like lamb, Sam I Am. Even at the Brazilian steakhouse, where food is lucky to even make it to the plate before it disappears, it's a <choke-choke-choke> Nope <gulllllllllllllllp>.

      ETA: It's like it tastes like it's angry at you for eating it. Which I can't fault, but that isn't tasty.

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: CofD and Professional Training

      @Arkandel Which is why I'm saying: don't mix them. Make it m/m+ with no sphere affiliation only, as a 'this is your pack of freebies for choosing this template'.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: RL things I love

      Double post, but worth it: OMG, the good cheese is back at the farmer's market. ❤ It's cheesemas!

      posted in Tastes Less Game'y
      surreality
      surreality
    • RE: Emotional separation from fictional content

      @Arkandel said in Emotional separation from fictional content:

      See, the issue here is that labeling can only get us so far. Nevermind for a moment that this can be a code limitation (not all games have customizable/tag'able +event code) or even the fact no games as of now that I can remember actually require or even recommend the practice - which means we might be holding STs accountable for not doing things staff itself didn't prioritize enough to mention, it's still not that easy to pigeon-hole these things.

      There aren't any that don't allow for a summary.

      There is nothing whatsoever preventing (the hypothetical) you from adding a line at the bottom of the summary, ex: "Note: This scene may contain elements of child abuse and satanic rituals. If these things are not for you, do not attend."

      Is "mature content, caution is advised" enough?

      No, not by a long shot. "Mature content" is all the content on some games. That gives someone almost no information at all to the extent that it's borderline useless.

      "There might be something that involves mature content in here!" doesn't allow players to make an informed decision at all because it is not, in most game settings in which this becomes an issue, at all informative.

      People do not have an issue with "mature content". They have issues with specific forms of mature content, not any and all mature content on the whole.

      What if we start with good ol' fashioned murder of adults by the bad guys but at some point there's a dead kid as well?

      This? I would not consider a huge deal personally. If I was going to put in a notice, it would be 'involves witnessing the death of NPCs of all ages'.

      Or how about unintended consequences - we hit the PCs with some hostages they need to rescue from a gang, and one of them is a woman who had a bruise on her cheek - was she beaten? Or the plot I already mentioned I ran which included abused animals.

      If it relies on inference to guess at what might have happened (bruise)? No.

      Abused animals? 'Involves cruelty to animals.' (Same would be true for a goat sacrifice or something in the above. <shrug>)

      What I'm saying is these things... they're a sort of minefield. You can try to be a good sport and warn players but you can't have laundry lists of everything that might be encountered in a plot ahead of time, including things posed spontaneously or without necessarily giving them a lot of thought - I can see myself posing the aforementioned woman's bruise along with other evidence of rough treatment for the hostages (they're dirty, dehydrated, one guy has a broken ankle, one girl has a black eye - shit!) and not think too hard someone might fixate on that.

      Again, inference is not the same thing as a scene that involves walking into a scene in which a husband is brutally assaulting his wife and I am reasonably sure most players are well aware of the difference; the slope is nowhere near as slippery or inferential as you're presenting it to be in this argument. Someone simply having a bruise is something one could encounter on almost any game. Walk into any given bar RL and you'll probably see someone with a bruise or injury, same with any grocery store or shopping mall.

      Speaking of this though, one thing I've noticed is the insistence some STs have to go all-out on gore, substituting it for horror. Some plots feel like there's barely a step without stepping into someone's entrails or walking by to see gutted, brained carcasses rotting nailed on walls - I suppose there may be a separation between super-intense overemphasized grossness and signs of real world abuse but again, what's the solution? Because I've never seen anyone offering FTB for those segments in PrPs.

      Would a "graphic violence" label suffice here? Does it need to be specific? Should it be?

      I would include a gore warning, personally. In part, because it's not actually the act of witnessing the actual act of violence in this case, but that's sorta neither here nor there. 'Extreme gore factor' would cover it more accurately, since you can have gore without actual violence, and violence without actual gore, really. You could be running a pure investigation scene that involves a forensic investigation of the area you're describing above, for example, in the aftermath of whatever violence took place.

      While I have no clue about how good or bad the rest of this site is, this covers some things fairly well, especially here:

      Linked Article:

      The idea for content warnings arose in order to recognize — and respect — the diverging struggles and experiences of others by supplying an easy, advisory mechanism for would-be readers.

      This way, they’re prepared and are able to choose whether or not they wish to be subjected to content that may adversely impact their mental state.

      However, there’s a tendency for people to claim that these steps are a form of coddling, rather than see them for what they really are: Simple and considerate notice markers that empowers would-be readers with the decision of choice.

      Instead of this being seen as a way to appreciate the importance of mental health, more often content warnings are greeted with hostility by people not personally affected taking personal offense — as if their rights were being threatened or revoked.

      Complaints range from “Why can’t people worried about reading content just stay off the internet?” to “Grow up” to “Just deal with it” — never once considering that they’re preoccupation with situations that don’t directly concern them. That, possibly, their well-being only reflects self-centeredness and a refusal to value the feelings, mental health, or anxiety of others.

      Notice you felt the need to include a spoiler warning in this thread while reading the article, and think about that a sec. Now think about which is actually more important.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Game of Thrones

      @Coin There was the youngest sib, too, whose actual name I forget off the top of my head, Mad Dash Pincushion Stark.

      posted in Tastes Less Game'y
      surreality
      surreality
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