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    Best posts made by surreality

    • RE: Which canon property/setting would be good for a MU* ?

      @faraday I think you're almost safe with an either/or here -- system or setting as one people are familiar with. Or, at least, those seem like a far minimized risk. I'm sure KD got more people than they might have simply because they used nWoD as the base system, they just scrapped the world. Similarly, you could have a familiar world and a new system and be about on par there.

      I had enough references to stuff people are (or could easily become) familiar with that I wasn't too worried on people grasping the vibe of the setting I had been working on, on the most basic level. Everyone's probably seen at least one Pirates of the Caribbean movie, or some bit of Black Sails or similar shows or movies. 'Pirates, 1715, just if all those creepy legends about sea monsters and ghost ships and all the rest were real'. Not too hard to grasp the basic concept, which felt safe enough on that front. On the era front, it would have had a basic history primer section for folks who wanted to work recent historical events (or be from a place and know what the deal was with said place) with links for further reading if people really wanted to dig in to that aspect more without clogging the wiki with it, and so on, with notations re: anything that diverted from actual history so it wouldn't trip folks up. (This is in addition to 'here are all the cool things about this imaginary setting we made up for you to knock around in' specific setting files.)

      @Thenomain I am still a big fan of the 'mission statement' concept on the front page.

      Paragraph about intended game tone (sandbox level, metaplot or not, PvE or PvP, competitive or collaborative), paragraph about setting, paragraph about game system. That's 'this is what the main page should be' to me, at least, and it should provide the basic information that would let a potential player have a fairly good idea, at a glance, of whether or not that game is likely to be fun for them or not, based on what they do or don't like in a game.

      This is what I'm generally talking about re: 'at least skim something to get a basic idea' -- but you're absolutely right that people need to present this right up front, square one, and not enough people do. (I still think Reno1 did a fantastic job of this, and @tragedyjones deserves props for that.)

      Below that, a list of links to basic quickstart materials, walk-throughs, and essentials like policy, setting, and game system info overviews for folks who want to look further before making a final decision.

      This crosses over with the 'data organization' thing, but each of those sections, IMO, deserves a 'summary' page, organizing the links to further information in one tidy spot as a quick overview, with links to the further details on these things from there, rather than piling everything into a page and expecting people to slog through it all in one go.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Alternative Formats to MU

      I am one of the MU* only experience dino sorts -- but aren't there some game formats that are already web interface? Some of the IRC style things or similar? I have heard people refer to 'digichats' that have sounded like something web-side, but I can't say I know anything about it.

      I'd still encourage (generic) you to try things you think are good ideas, if you don't mind the potential reality of having wasted time if it doesn't catch on. That's kinda the way things go with any project in this hobby, really, from somebody's tenth alt on a game to entirely new tech. 😕

      posted in Suggestions & Questions
      surreality
      surreality
    • Which TinyMUX function... ? (replace spaces with underscores)

      I look at the function list, and my eyes begin to cross. I do not know which function, exactly, I'm looking for -- but I'm reasonably certain there is one that does what I want.

      I need a function that will take a string, and substitute an underscore for each space in that string.

      I am sure there has to be one -- but the ones I'm finding want a specific number of elements in the string to replace. That's not so handy when the number of elements (spaces) in the string is going to vary.

      Pretty sure if there's something that does this, somebody knows what it is -- and I'm sure it's something stupidly simple I'm overlooking, but I've been looking for a solid hour now and my eyes have completely crossed.

      Help? Please? 🙂

      posted in MU Code
      surreality
      surreality
    • RE: SWF LF Non-WoD MU

      @blondebot HorrorMU is starting up a western storyline tomorrow.

      http://horrormu.com/index.php/Main_Page

      Each storyline is short-term -- usually about two months -- so it's not a Western theme forever, but the game is consistently great and the folks there are kick-ass. Simple, easy to learn system, good array of roles open at the moment.

      posted in A Shout in the Dark
      surreality
      surreality
    • RE: Indicating Discomfort in a Scene (online)

      @Ganymede A prefs system is a good communication tool. It is not, and should never be considered to be, a communication replacement.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Alternative Formats to MU

      @faraday said in Alternative Formats to MU:

      Are they really doing the same things though? Smashing the do you have a coder flowchart that has hindered the creation of games for 25 years. Making it orders of magnitude easier to learn to code, as @Tat mentioned. Creating a seamless web/wiki/game integration. These are things that, to the best of my knowledge, haven't been done before.

      People have gotten to 2 out of 3 on that trinity, but never beyond that without some kind of hurdle or branch in the way, from what I've seen thus far.

      The sad thing to me, in part, is that this could actually be done in mediawiki with a few additions or some fairly major cultural changes, neither of which is at all likely. A play-by-forum style game, however, could be very, very easily run on mediawiki today, for instance, because the inherent need for the immediacy of chat/page functions on a per-page basis are different in that medium, as are typically the cultural norms re: privacy, both of which are very relevant.

      posted in Suggestions & Questions
      surreality
      surreality
    • RE: MUX: Openly writeable attribute?

      I know it's been forever since I asked about this, but I finally got this all set up and working and wanted to pass along a thank you to @Seamus and @Ashen-Shugar for their help.

      I was able to tweak it just a teensy bit and work a title change for the room in to adjust how it displays on +where and in the room list, too, which I'm hoping will also be helpful.

      Thank you again, this was enormously helpful.

      posted in MU Code
      surreality
      surreality
    • RE: surreality's playlist

      Augh, good reminder to unsub from threads.

      It's something that has been going on here on MSB for some time now. As was mentioned by someone in the VASpider thread: people don't see it because they don't want to see it.

      It's pointless to go into it as the mods are not interested in doing anything about it. The people doing it are deliberately going after RL triggers and have been doing so for months in one case, over a year in others, to cause maximum real harm.

      It sucks to lose a hobby I've been deeply involved in since 1996, but it's become dangerous to my health to be around this crew, and it's not worth it. Just leaving the board won't put a stop to it as the whisper games and provocations have been extensive and long-term.

      I don't need to be around people who find it a happy funtime game to see how many panic attacks they can inspire in a day any more, and think this is 'righteous justice' as they do so. This isn't pit behavior, it's pit behavior outside the pit, and has been focused most egregiously in threads involving wellness and emotional support to engage in attacks. This is a transparent tactic of deliberate emotional abuse: to cut people off from any forms of support for whatever issue they're dealing with, but they sincerely believe this makes them good, ethical people as they engage in it.

      There's a lot more to it that makes me roll my eyes so hard it gives me eyestrain, but it's even less worth mention at this point.

      All I can do at this point is shrug and vote with my feet. No, this is NOT something that happened on HorrorMU, so don't give them any side-eye; they remain awesome.

      Unsubbin', so I won't see any further replies, and I'm back out. Be well, y'all.

      posted in A Shout in the Dark
      surreality
      surreality
    • RE: Indicating Discomfort in a Scene (online)

      @faraday We are never going to agree about this one, since I really just don't agree with that final analysis that this somehow absolves a player of any and all responsibility and leaves it solely on the GM in some way.

      Everyone has a measure of responsibility. It is a cooperative hobby. There are very simple things everyone can do to contribute to creating a positive play experience for themselves and those around them.

      Putting the onus entirely on any party involved doesn't work; sharing responsibility and demonstrating mutual respect may not always, but it has considerably more potential to do so with less waste of time, energy, and stress.

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Forum Bug?

      @meg It's happening on my PC (mac) in Chrome as well. It hadn't before. It seems to only occur when someone posts their post while I am already viewing the thread; if I click off of it and return it's hidden as normal. It may be some lag in it rendering the content as 'hidden' appropriately.

      posted in Suggestions & Questions
      surreality
      surreality
    • RE: UX: It's time for The Talk

      I have not read through all of this.

      One of the design considerations about WoD/CoD is how conditional it is. If these conditions -- and I am not even talking about the conditions game mechanic here -- were constants, it would be easier.

      They are not. They can be as capricious as 'I feel like using my use-once monthly bonus now'. Yes, there are definitely ways that you could code that and track it. Now multiply that work for the dozens of things to which this applies, few of which are handled in anything even resembling a uniform manner.

      The system is explicitly designed to be as versatile and flexible as possible, and is heavily reliant on judgment calls to be made on the fly. Which is why you have the roll setup that you typically see; the game is designed for a single ST and a tabletop environment, unless someone is using the LARP rules instead. That there are different rules for the same core concepts of a game for tabletop and LARP alone is significant, in that it recognizes that the tabletop version has substantial issues when someone tries to directly apply it in a LARP environment, and the same holds true for a MU environment (even if some of the problems vary somewhat).

      This is one of the reasons it can be great for MU if people all know the rules and don't mind the code complexities designed to preserve as much of the intentional versatility and flexibility as possible of the tabletop experience, but that I feel it's a bad choice for a system to use if you want one explicitly for use in an MU environment for this same reason. WoD/CoD can be streamlined in its code, but doing so generally will also require some mechanics or rules shifts in the form of house rules -- which means you just replaced more complex code commands with a new pile of rules and exceptions to learn.

      posted in MU Code
      surreality
      surreality
    • RE: Where's ToL?

      I get the 'you must be a guy' all the time on Shang. When I ask why, I tend to get, "Because all the real girls around here are sweet and giggly and affectionate!" (I'm not.)

      All the actual female players I know there... uh... yeah, they're more or less like me, so I never know whether to laugh or cry when I hear that answer. (Which is the same every. fucking. time.)

      posted in A Shout in the Dark
      surreality
      surreality
    • RE: Indicating Discomfort in a Scene (online)

      @Ganymede Seriously, I must be wearing a sign: Persistent creepers with unannounced fetishes, inquire within! That look of shock and horror on my face just means I'm totally into it!

      I would like to spend less life hours like this:

      ...and I know I'm not alone here.

      That's the Jeurg story, and it was about 3 years back now I guess? Which, as we all know now, is best resolved by way of get rid of Jeurg. Not helpful if you had no idea who he is/was.

      Plenty of other people pulled similarly skeevy garbage in the same period of 6-8 months or so, with the same 'defense', and plenty of people I spoke to had similar experiences to mine. So, unfortunately, yes, this still happens, and it did not vanish in the 90s.

      Sometimes staff was awesome; they were willing to boot someone who was reported, and though they requested to be frozen at the same time, apparently, I'm pretty sure if they hadn't asked, it was going to happen anyway. Other times, the same 'it's a non-consent game, deal with it', even if it involved some really shady and suspicious bait and switch, or 'we don't need dice, don't worry!' (we totally did need dice 😕 ).

      I have no reason to believe people aren't still doing exactly this kind of crap, because there is no time over the 20+ years I've been playing that I haven't run into them. I have heard too many people share similar stories. Many have only shared them privately in page on a game or in PMs here on the forums after I've said something and will say flat out they don't feel safe even posting about their experience here on the forum, let alone reporting on the game, for a variety of reasons.

      Should they speak up? Yes, I think they should. At the same time, I can only encourage them to do that so much before it starts to become bullying, from my perspective, and some people I've spoken to over the years have even mentioned this: that their friends push them to report it to the extent that they feel attacked on all sides and without support. Or the friends report it and they get dragged in when all they wanted was for this to go away or to have never have happened in the first place.

      I adore the shit out of you, @Ganymede, but -- and this is not an insult -- this is a very different personality type from yours in many cases; you're very self-assured, confident, and willing to speak up. Not everybody is comfortable with this in the same way, or in the moment, and this is all I mean here. I can get why this seems really alien to you that people aren't just doing this in the way you're describing they should. I really do agree that people should be willing and able to speak up, but -- and this is critical -- people have different comfort zones here. Some people will speak up on a game that doesn't even say anywhere that you can, others won't without a real culture of it as a common thing supported by policy and reporting methods and transparency of punishments --
      and some people will or will not be more likely to speak up or report based on any one of those three example things, too, for any number of reasons.

      You have your solution, and I applaud that. I very strongly encourage others to embrace it, in the same way that I think players should inquire if there's a reasonable expectation that one of their specific sensitivities may come up in the course of an event/PrP/scene and they can't tell as @faraday describes, too.

      I just also think that if you know you are, or are likely to, include rape, torture, child abuse, or a similar common major trigger in your event, PrP, or scene, you should mention this in the event announcement so people sensitive to the content can self-police by opting out, and people are prepared to engage with this content. I believe that providing tools and methods to foster communication are helpful. I get it; you don't need them. That doesn't mean they aren't, or cannot be, useful and helpful to others.

      From game to game, what's useful is going to vary. Something that covers all the necessary bases for a setting like WoD is going to be way over the top for many other games. This is common sense, right?

      So how's it different from person to person? We are not all the same, and we are not just collections of points on a sheet like a character is. Why would a 'one size fits all' solution work any better here?

      That solution is what we already have now and I am telling you in no uncertain terms that it has absolutely failed people, and not just because they're cowards or irresponsible jerks who won't speak up/etc. or because they are somehow flawed in a way that makes them unfit for participation in the hobby.
      Some feel intimidated.
      Some feel they will be abused more if they speak up.
      Some feel staff will punish or humiliate them if they report, or even speak up in the scene, and then get reported as 'the problem'.
      Some feel they will be harassed or chased off the game.

      There are lots of other possibilities here and here's the problem: we know these things have absolutely all happened and we've talked them to death over the years when they do; people who are not as comfortable by default typically have a reason for it that doesn't come down to being an irresponsible jerk who figures the warning didn't apply to them and charged in then started whining later, or that they're just too fragile a snowflake to properly function in the real world.

      You've spoken about wondering about the people who just quietly leave because of these issues? See above; leaving was easier for them than they felt, for whatever reason, that conversation and the potential consequences of it would have been.

      This problem is sincerely an immense and complicated one with a lot of moving parts. "Speak up, period" and "Ask, period" actually require more elaborate underpinnings than it may appear at first.

      (I'm not trying to drag you back into this conversation, @faraday, and you are being used exclusively as a positive example here.) Look at @faraday's system. There are actually a number of reasons that is much more likely to work on her game than it is on a game like TR or FC or another large, sprawling staff, many many GMs, sort of game.

      1. She's running all the staff work. She knows what's going on. There is no he-said-she-said amongst staffers, staff-shopping, or unknowns on the staff side. The amount of shady garbage cut out of the loop by this is big, and the amount of trouble caused by completely innocent miscommunications or omissions amongst staffers when resolving an issue is even more huge, because it's much more common. This makes a big difference in the end result.
      2. She's running the main events and plots. (I think?) She knows who has inquired about what and when. She has also mentioned in other threads that she cares enough about her players that if there's a subject she knows is worrisome for someone, she will do her best to be mindful of not throwing that in their face herself, and will steer others away from that subject within reason. (There was a baby seal example in another thread about this, from what I half-recall at this hour.) That is a real demonstration of 'give a damn' and not everybody does. Also, again... one person running things. The amount of confusion or manipulation or 'did everybody get the memo?' is cut down dramatically, and this makes a huge difference in the end result in a whole bunch of ways.
      3. She's seeing all the interpersonal issues that are reported and is aware of them. All of them. They're not filtering in through a variety of staffers who may or may not pass the information along and while there's still probably always going to be second hand reporting of issues by friends of people who had an issue, it's still a whole lot less 'game of telephone' and that means problem children become much more obvious, much more quickly, and she has a well-earned reputation as someone who is trustworthy and won't put up with people being abusive toward each other on her games. This is super huge, and yep, it makes a big difference, too.

      So there's a lot going on there that isn't immediately evident in the specific resolution policy/method for these issues that has a real impact on the end result.

      Change just one of those things, and you'll see what I'm getting at here, most likely. For instance, now picture swapping out @faraday with Elsa. Would you think the same approach would work just as well with Elsa at the helm? What about one of the old school 90s legends of crazy?

      posted in Mildly Constructive
      surreality
      surreality
    • RE: Favicon

      @Thenomain said in Favicon:

      Sometimes people want fun over minimalism, Tim.

      Yes, this. 😐

      I mean, there is a broad and enjoyable medium between stark minimalism and angelfire glitterbomb circa 1998 with shimmering snowflakes chasing your cursor and pixies screaming on click. Really and for true.

      posted in Suggestions & Questions
      surreality
      surreality
    • RE: Space Games and Travel Time? Why? Why Not?

      Damn, I even mentioned this in another thread and completely missed this one. The #2 'some day' weird idea I had was for a traveling space carnival game. Think of a mashup between Carnivale and Firefly: dustbowl/depression era troubles on fringe worlds struggling to get by.

      Grid was the rag-tag caravan of ships, which would travel (over time) from border world to border world, as a group. The border world (if they were on one) would have been 2 rooms: of 'this is a general representation of this world, temproom off of here for any locations you find relevant as necessary', and the faireground room where the show gets set up to bring in the crowd. It'd be 1-2 weeks on that world RL time, with the weekends included at both ends, and the weekdays between for 'travel' to the next one, arriving Friday night -- so fairly easy to schedule around.

      Collectively, through either dodging warrants or hiding out or just not being welcome or not being up to code and barely having resources as a group to do more than just scrape by and keep the lights on and food on the table, individual or small group 'go jaunt off to <other planet>' was just not in the collective budget, and/or there would be other reasons this would not be a thing. Ships aren't up to code for their legit port, not enough fuel to get there, that rich kid hiding out with the weirdos got disowned so there's just not the cash to cover the trip, whatever -- it would have been marked out as 'this is not a thing unless there's some big, effects everybody story involved, because it would effect everybody if somebody did it'.

      It wasn't so much 'tightly focused' as 'holy crap, this is packed tighter than a tin of sardines'.

      Highly weird, very gritty, but the reasons everybody would be in the same place -- even if that place was different every so often -- were built in. People could probably do something similar with a team of mercenaries or other group traveling around in a similar way, I would think. For a one-faction, PvE-oriented game, it should be possible to construct a setting that supports this without too much hassle.

      It just likely isn't the kind of thing that people are necessarily looking for when they think of 'space game', where one of the appeals for some folks would be 'can be on any number of active worlds'. Star Wars is a perfect example of the sprawling space opera on many worlds at once that has a good potential for game longevity if people take to it, for instance.

      That said, a lot of the most engaging sci-fi stories (to me, at least) are set in space either all take place on one ship, or one ship and one world (or only one world at a time). Some could have long-term potential, but a lot of them would be the kind of game you'd need to know from the start would likely have a limited lifespan and some top-down story arcs built in from day one. Think of stuff like any of the Alien films, in which the action takes place predominantly on one ship, or one ship and one world. You could technically have a game based on a film like Event Horizon, with the exploration of the ship taking much, much more time and a larger team handling salvage and research -- or, much as most people I know aren't keen on it (myself included), Alien: Prometheus could follow a similar model. The trick here would be to know going in what you plan to cover and know there's an expiration date when that collection of stories is played out.

      The 'tell a story, do a time shift or location shift reset, continue the over all story but in a different time/with a new set of characters/etc.' concept that @Coin has talked about from time to time could work really well for something like this to keep the game going and give interested players more to do in the broader universe to tell more and new stories, even if it's essentially run in installments with resets and time breaks in between. (Something like the Alien films could be done this way, for example, just -- for fuck's sake -- things should be presented in chronological order.)

      In a way, the 'we're all getting older and we don't have unlimited time' factor nudges me a little toward this being a more realistic model these days for a space game than one with the enforced travel and wait times of some traditional multi-world games. I think the sprawling space operas have a better chance of longevity without breaks or resets and such if people can get past that hurdle (or find a way around it as @Seraphim73 has described), but I have to admit, the breaks and resets model is uniquely compelling here, and I'd be curious to see if someone tries it some time to create a long-running game with defined 'chapter breaks' and troupe-style play with character changes throughout.

      posted in MU Questions & Requests
      surreality
      surreality
    • RE: Where's ToL?

      @Apos said:

      @surreality said:

      I get the 'you must be a guy' all the time on Shang. When I ask why, I tend to get, "Because all the real girls around here are sweet and giggly and affectionate!" (I'm not.)

      All the actual female players I know there... uh... yeah, they're more or less like me, so I never know whether to laugh or cry when I hear that answer. (Which is the same every. fucking. time.)

      That just strikes me as so odd. I can think of a few dozen female MU players, and I'm trying really hard to think of any I would ever describe as 'giggly' and coming up with a blank. It's so different from all the ones I know I just don't even know where that would be coming from.

      It's a case of the more clueless male players pretending to be female players (as opposed to just playing female characters) thinking this is what girls are like, lying about it, and even more clueless people falling for it.

      posted in A Shout in the Dark
      surreality
      surreality
    • RE: MU Pacing

      @Lisse24 I am with you on this, and I (pardon the in-joke, I guess? 😄 ) sort of feel like we're on the same island on this particular front.

      I get the whole cinematic or 'traumatic circumstances' reality that has people bonding rapidly under adverse conditions, but while some games are like this, most... not so much, at least not in downtime, and not so much over a sustained period.

      I could see rapid (or pre-existing) bonds in a setting like The 100 M* much more than I do in the Anytown by Nights for those reasons.

      It seems to be an 'across the board' situation, though. I've never been sure what to do about it, either. I always get to a point where I think there's some progress and a nice slow buildup of tensions and trust and confidences and then the next day I log in and that person I was RPing with has zero time left to do anything because over night they powerbonded with somebody fresh out of CG and they're totally married now and OMG all the things are perfect.

      Then there is this. It is truly the only response I can muster at that point. 😕

      posted in Mildly Constructive
      surreality
      surreality
    • RE: MSB Peeves

      @Doozer ...Atlanta? Because I remember getting the 'it's all Coke and don't you dare use that fuckin' P-word in this town' lecture from my Atlanta friends. 😄

      posted in Suggestions & Questions
      surreality
      surreality
    • RE: Space Games and Travel Time? Why? Why Not?

      @Coin 😛 😛 😛 ...<3

      Was referencing your timeskip-on-same-game concept. I figured you might want to chime in on that front as it could work with this kind of game. (It strikes me as something that could be exceptionally well-suited to it.)

      Edit: P.S. Totally saving that to warn tag victims in advance some time.

      posted in MU Questions & Requests
      surreality
      surreality
    • RE: LoaKey's Playlist

      I don't think we've ever played, but:

      1. OMG do we ever have similar taste in names, and
      2. Yay, someone else who remembers Nightscape! ❤
      posted in A Shout in the Dark
      surreality
      surreality
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