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    Best posts made by Tez

    • RE: Reasons why you quit a game...

      @loke

      Absolutely. Staff ethics and behavior are set from the top down.

      I've been fortunate to have come to most of my current staffing approaches through what seems to be a somewhat unusual approach to staffing, in that there were a group of five -- or more -- of us who equally held the ultimate authority on games. We set clear guidelines for each other -- and we held each other accountable to them.

      We had codes of conduct that were viewable by all staff, and we worked hard to keep each other honest. We didn't take our bitching to players, and we made a conscious effort not to bitch about players to each other if we felt we were getting too negative. Everyone vents, but it can quickly turn into a toxic stewfest. If a staffer is bitching TO players ABOUT other players, I'm gonna look for an exit. #1 warning sign.

      We tried to watch negativity. We tried to assume good intention. We tried to act transparently when actions had to be taken against players, and we worked to preserve staff confidentiality at every level. I think we mostly succeeded on all of that.

      I think many people have unspoken and unexamined ethical principles. It can help tremendously to set them out and think about it and make sure you are on the same page. Always challenge assumptions. Everyone wants to think they act ethically, but what does that really mean? Not discussing the issues can swiftly lead to people thinking all of their actions are totally justified, it's fine, it's not a big deal, it was okay to do this on this other game, and a document that sets out your principles -- and builds in the gut-check and calling each other on things -- can help.

      Meg, Roz, Sao and I produced a set of staffing guidelines for a game that we used to play and -- briefly -- staffed under someone else as a headwiz. I still use the guide today. Other games have adopted it as part of their policy as well. I've revised the guidelines, and will continue to do so, because I don't ever expect anything to be a perfect document. The staff policies are available for all players to view and I expect all new staff members to follow those guidelines.

      Currently, I do act as headwiz over a cadre of other staffers and some of them probably find me humorless and nitpicky at times in the way I insist they follow those guidelines. I've had other staffers ask me to do something for their characters through staff channels -- just adjusting attributes on their bit, for example -- and I've told them I need them to use players channels, from their player bit: +request, help channel, paging me as a player, etc.. Completely pedantic, of course, but it also sets a tone and an expectation that staffers are not privileged due to their role. Stuff like that!

      You have to keep people around you who will call you on your shit. Everyone is going to make mistakes. I know I make them all the time. You have to be willing to own up to your shit, and do so publicly if need be, and apologize sincerely. I think every complaint you hear is worth examining, and gut-checking with others. Sometimes it's totally off-base, but there's often something worth examining or reworking in many.

      I've been fortunate enough that I haven't had players coming to me as a member of staff with complaints about another staffer -- but I've been on the other side, as a player making those complaints. I've seen headwiz justify bad behavior in others by pointing out how much work the accused does, or dismiss it in themselves by saying it's not a big deal, there's no real issue, stop exaggerating.

      I disagree. As I said, trust is the most scarce resource. You can't buy it back once you've burned it.

      tl;dr: yes.

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

      MU*ing by telnet is kind of ridiculously outdated. My approach to this topic is a somewhat hyperbolic "change or die". But -- seriously. Change or die.

      We have a huge percent of players who have never touched a MU* before in their life. We have guests who make their way to logging in, and then get too intimidated and log out; friends of current players -- curious about the game, hearing great stories -- are ultimately too intimidated by the format to join

      It's not friendly. It's not accessible. It's not welcoming.

      I've often dreamed of a web-based format that combines the best aspects of slack/discord, google docs, roll20, wiki, whatever. Harper's Tale, a Pern game where I started mumblety years ago, had better web integration than 95% of the games that I've played since. And they did that back in the 90s!

      Lacking the time to make my dream real, I'll instead wait patiently to see what Ares does. I'm thrilled to see Faraday taking it in a more web-oriented direction. I think one of the things you aren't hearing yet, but may see in the future, are the many people just outside our little box who RP in different formats because the barrier for entry on MU*ing is too high. They'll thank you for looking forward.

      posted in Suggestions & Questions
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    • RE: Alternative Formats to MU

      @auspice

      I expected better than this level of old man yells at cloud gatekeeping from someone I RPed with when we were young and stupid too. They said that about our generation. C’mon.

      RPers are out there. I RP with college kids today — yes, on a MU; this stuff can be taught, though it’s hard — who give me hope for this hobby. There is love and energy out there that people are just shutting down by acting like the next generation is too stupid and flighty to take part in this.

      We’re not that special. We’re not that unique. Is the argument against really “kids these days!”? We can do better.

      posted in Suggestions & Questions
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    • RE: Spying on players

      No.

      --

      I was tempted to leave it at that, but I suppose I better clarify:

      I hate spying. I hate spying commands. I hate logging commands.

      I find it extremely hard to justify. Concerns about security don't really do it for me. It turns me off like nothing else on Earth if I know that a game has policies in place to support spying on players. The most common reason that I've seen is to prevent the abuse of code, but I'm not sure it's that effective. I have seen time and again players become staffers and the temptation is too much. They'll start flagging people suspect or dropping an observer on them or going dark or whatever the method is for the game for the silliest of reasons. It's nuts.

      None of this is IC: ICly, I have played multiple spies, moles, etc. It's awesome. It's good fun. But doing so requires the kind of trust that OOC spying can shatter.

      So, no. I've staffed on games that support it -- looking at you, Firan -- but every game I've ever built hasn't needed it, and we haven't had it.

      I will add one more thing: the games I create tend to be OOCly open and communicative, pretty small (20, 30 players), PvE rather than PvP, with a game culture that encourages all logs to be posted. If a staff member / storyteller wants to keep their finger on the pulse of the game, it's not hard.

      I understand in theory that it might not be the same for larger games, PvP games , games that don't post logs, etc. -- but I like the ability to be chill and open, and I have pretty strong feelings about avoiding games with OOC spying baked in like that as a player.

      posted in Mildly Constructive
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    • RE: What Would it Take to Repair the Community?

      @reimesu said in What Would it Take to Repair the Community?:

      Also, the people no longer welcome on this board are the ones who want to bring the personal attacks.

      At best, this is disingenuous defamation. I would like to hear how this is not in fact a mod making a broad personal attack on those unable to answer it.

      Personally, I want to hear from the people who've been scared into silence for the last few years.

      Me too.

      posted in Reviews and Debates
      Tez
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    • RE: farfalla banned

      @ganymede

      Your decision sucks. Post the logs.

      posted in Announcements
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    • RE: Reasons why you quit a game...

      Every game I have quit was due to staff acting in a way I found unethical.

      In some cases, history very much agrees with me, and staff members whose behavior I objected to were later fired — but only after yet more damage done. Once, a game collapsed due to that mismanagement maybe two months after I left.

      In other cases, the jury is still out.

      I can love a theme, setting, characters, and code — even my very best friends can play there. But if I don’t trust staff? I’m out. And I’m usually reinvesting my time in my own games with a renewed grip on my high horse.

      Trust is maybe the most valuable and most scarce resource in this community.

      posted in Mildly Constructive
      Tez
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    • RE: The New MSB

      @prototart said in The New MSB:

      @bloodangel

      https://brandmuday.mythicus.net/

      We were holding off on sharing this more widely until things has settled here, but -- yes. The board above exists. The mods there include myself, Pyrephox, Tinuviel, and Tsar. Introductory posts with more information can be found at:

      • https://brandmuday.mythicus.net/topic/11/welcome-and-a-short-note-on-organisation
      • https://brandmuday.mythicus.net/topic/9/good-day

      90% of the first wave of people were banned here, so if you thought it was good for MSB, you probably won't like it there.

      posted in Mildly Constructive
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    • RE: New Player Onboarding

      @Lisse24 @Ninjakitten While I'm not Sao or Roz, I do staff with them and was part of these conversations. Some of the things that surprised me that were a real problem for players are perfectly obvious things, in retrospect, like 'page' and 'look' -- and also what an @alias actually is. Is it an IC nickname? What? Terms like GM, TP, all of these words that are just part of our common lexicon leave new players going '???'.

      The 'look' thing in particular jars me. I've used channel spawns for so many years that it never occurred to me just how many players were struggling with the fact that the instructions in the welcome room were getting scrolled right off the screen by the volume of the cheerful chatter on the Newbie channel.

      Channels -- what they are, how they work, if they are IC / OOC -- are also a thing that gets to them. It seems to make sense to them when I talk about channels as chat rooms, and that you can be in multiple chat rooms with one account at the same time, but then trying to figure out how to explain to them that game is set up as a series of rooms, which is totally different than the chat room channels, that you navigate through by using exits never sounds as intuitive as it could be.

      We do a lot of explaining to people just how to even connect and how to talk, on channels and in rooms: say, pose, emit, etc. People trying to connect and being greeted by white text on a black screen has apparently been incredibly intimidating for a good number of our players.

      http://lostandfound.riverdark.net/wiki/Cheat_Sheet is the cheat sheet that was put together by one of our new-to-MUing staffers, who checked in with a couple of our other brand-new-to-MUing players. That's more of a list of commands that people who are already pretty well hooked need to look up than it is an onboarding list, though. Others have already said it, but the absolute best thing you can really do for onboarding is having people communicating with new players, and have a friendly, patient welcome crew. We're lucky in that we have an exceptional group of players for that.

      posted in Mildly Constructive
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    • RE: +repose

      Volund has a pose order tracker than handled this pretty nicely in the brief time I used it:

      This may or may not be the pose tracker I played with:
      https://github.com/volundmush/mushcode/blob/master/Pose Order Tracker - POT.txt

      And the rest of Volund's stuff is here:
      https://github.com/volundmush/mushcode

      posted in MU Code
      Tez
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    • RE: No Confirmation Code to Change Email

      Gmail does not work, you are right. We currently use SendGrid for our email. It was a little faster to set up than SendInBlue.

      The limits on both are such that you will want to ask people not to subscribe to topic updates by email if you have any kind of voulme at all. We blew through 300 emails by like 10am with just a few people subscribed.

      posted in Suggestions & Questions
      Tez
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    • RE: FS3 3rd Edition Feedback

      Awesome. I looove FS3. Thank you so much for creating and sharing it. I use it on two different games, tweaked in various ways by myself or other staffers. Couple of things:

      • I'm a fan of Quirks being thrown out, because we actually chucked Quirks on both games. (Sorry.)
      • I'm a big fan of them being thrown out in favor of RP Hooks and Goals because I literally just made a +job for myself yesterday to add that to the approval system on one of the games.
      • How are advantages dealt with in +rolls? Like action skills? They share the 1-5 rating but aren't mentioned under dice mechanics. Are they not meant to be rolled? You either have them to whatever level with whatever that means in the game in question, or you don't?
      • Do ruling attributes (aptitudes, in this case!) still figure in for action skillls, expertise and interests, or is it something that you would pick per +roll? It must still be in the system for +combat, yeah?
      • I'm curious why you dropped the rating scale / how this impacts XP & XP costs. I can see how it impacts the chargen costs, and that makes sense, but now it seems like XP can go a lot farther -- if it exists, and I'm not actually sure it does from your write up.

      FS3 has been very flexible and customizable in my experience. We've contorted it in some crazy ways, and there are a lot of customization options built-in, and we've made full use of them. Some of the things that I'd like to see are things I'm sure I could add myself if I weren't so lazy, but are more combat than chargen related:

      • Getting people to reset their armor and weapons every time we start a new combat scene is a minor pain, and having defaults set per player as something that players can change (and RP about changing) rather than gamewide defaults might simplify that.
      • An easy option to make +combat/mod and +combat/lethality transparent: I tweaked our system to do so (and it wasn't that bad, since you had a couple of nice and obvious functions for displaying results; they use fun_combat_msg instead of fun_org_msg now).
      • Maybe other things I'm blanking on right now but honestly it's been very easy to change / tweak / customize.

      One thing I foresee as a potential problem (for us, anyway, if we switched systems, and I can already imagine @Roz twitching at the idea) is the rate of diminishing returns at high numbers of dice making it difficult to create an NPC that is a real challenge for players. I'm still trying to find the right balance on this with the old version of FS3 that we're using. Rather than having mobs of a large number of NPCs that PCs have to fight, I've got a GMing hangup about wanting to see players combine and work together to take down the big (robotic) monster. Any thoughts?

      Thanks again! It's been a fantastic system.

      posted in Mildly Constructive
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    • RE: Gamecrafting: Excelsior

      alt text

      posted in Game Development
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    • RE: Storytelling Advice

      There is a lot of really good stuff in this thread that I won't rehash, but one of the bigger pieces that I don't think I've seen explicitly addressed by others is this:

      A huge part of GMing is actually managing player morale.

      A number of the points others have made tie into that issue, but for me it's worth keeping that in bold letters in your brain.

      Going into GMing with the attitude that you are there so players have a good time can help keep you from some common GMing problems, including making story about your NPCs, 'punishing' players (seriously, this is terrible, but also hugely common; if players do something and you think it's stupid, think about how to make it awesome), and getting bogged down in your own cleverness and leaving players frustrated. You're there to help tell a story together, not hold an audience captive to tell your story.

      Be enthusiastic -- or fake it, anyway. Having an excited, positive GM can make an otherwise lackluster scene still fun, and an unresponsive GM can make even the most awesome ideas in theory turn frustrating in execution.

      Keep lines of communication open. Communicate before so that players know what to expect; communicate during so that players feel heard; communicate after so that players know they impacted things.

      If it's appropriate for your setting / game culture, OOC communication can be an excellent way to keep a sort of behind-the-scenes flow going. I take time to encourage and be enthusiastic for players who take risks, especially when they might not always work out the way they expected. A lot of players can be very reactive, so when there is a player who is proactive, you bet I'm calling attention to that and holding them up like they are goddamn Simba.

      AND HAVE FUN.

      posted in Mildly Constructive
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    • RE: Mass Effect MU*?

      @ganymede said in Mass Effect MU*?:

      Completing plots will result in obtaining resources and credits that can be crafted or traded into assets.

      Players individually can contribute to the success of the company outside of plots. Every cycle brings delivers Action Points that can be spent to do things that benefit the company. Those Action Points can also be used to gain XP to improve your PC, although it still takes considerable time to do so (under FS3's system). The Action Points system is intended to be a mini-game that ties into the success of the company, and thus the PC-base.

      The key is resource management for the company. That's what I need to have coded, and I don't know how well it would work. This is a bit of an experiment as well because, if successful, I can see how the "community" engine/code-bit could be used for other games

      Hello I’d like to subscribe to your newsletter and hear more on this.

      posted in MU Questions & Requests
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    • RE: RL Anger

      @Auspice said in RL Anger:

      I did find that AW root beer tasted sorta OK. Like no great, but... sorta halfway if I was desperate.

      I've gone for MiO (the water additive stuff) if I want something that isn't coffee, tea, or water.

      Do you also get the intense face-tingly paraesthesia on topiramate? Or the 'I have absolutely no hunger drive and most food makes me ill but if I don't eat I also get migraines'? Because those are worse than not having soda. 😐

      It's been a ...while... since I was on it, but yeah -- all of that good stuff. Anti-seizure meds are GREAT FOR WEIGHT LOSS. Possibly helped by the fact that I went pure water on that one. I wasn't face-tingly, but rather finger- and hand-tingly. It got so intense that I actually felt like I was clumsy when taking it.

      It's a good related RL anger bitch: partly or wholely ineffective cures that pile aggravation on top of existing conditions. It's such a crapshoot finding meds that work.

      posted in Tastes Less Game'y
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    • RE: What Would it Take to Repair the Community?

      @reimesu said in What Would it Take to Repair the Community?:

      The fact that a whole group went and formed another board just so they could continue being really mean to people says more about them than this place, really.

      At best, this is disingenuous defamation. I would like to hear how this is not in fact a mod making a broad personal attack on those unable to answer it.

      posted in Reviews and Debates
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    • RE: Pretendy Fun Time Games

      OH BOY. The Pretendy Fun Time Games post.

      While that post has some value, it has always rubbed me the wrong way. I've often seen it cited by the kind of person who will be a jerk, then turn around and tell people to chill out, it's just a game.

      Yeah, it's a game, but it's important to recognize that we're a community of people coming together to play these games. I'll grant the importance of and meaning of community varies widely from game to game, but there are real people on the other end and they deserve a minimum of respect. You don't have to be BFF with everyone -- you really, really don't; cite your geek social fallacies here -- but you do have to not be a jerk*.

      Rather than brushing everything off as 'chill out, it's just a game', I'd much prefer to come at it from the perspective of 'chill a little, we're all here to have fun'. It's a small distinction, but an important one.

      --

      *I tend to think you can be as much of a jerk as you want IC, as long as you balance it with an OOC awareness of it and respect for other players -- but we've got a whole other thread for THAT discussion right now, so I won't go into that any further.

      posted in Mildly Constructive
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    • RE: Mass Effect MU*?

      @sg said in Mass Effect MU*?:

      I kind of want to do an XCOM mush today. I hope Ares drops soon.

      I hope you'll have policies to account for meatgrinder levels of character turnover and death.

      posted in MU Questions & Requests
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    • RE: Pretendy Fun Time Games

      @Coin Yeah, I definitely think that the first part of the post has a lot of good stuff to say, but look at the way we're referring to it now: the post on livejournal is called the 'Internet Drama and You' post, with Pretendy Fun Time Games being point 3, and points 1 and 2 being Perspective (Have It) and Passive Aggression (Don't Do It). (Both good ideas.)

      It's point 3 that lingers, and point 3 that I often see referred to most. It's point 3 that's the title of this thread.

      I'm with @mietze and @Three-Eyed-Crow: it's a good mirror to examine our own behavior, and a terrible excuse to hide behind when dealing with others.

      posted in Mildly Constructive
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