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    Posts made by Tez

    • RE: The Pack Discussion

      @Derp said in The Pack Discussion:

      Pure Conjecture Follows

      I will say that during my times with Cobalt, it would not at all surprise me if what went down was something closer to this:

      Cobalt is interested in Isaac. Cobalt expresses that interest. Isaac reciprocates but is also doing so with various other people, which Cobalt finds out about and takes offense to. Cobalt confronts Isaac, who throws @Macha under the bus by saying how he thought it would be fine but now it’s all weird and stuff, and so Cobalt instantly goes on the offensive, declaring him an undeserved victim of harassment and removing the impediment to her amorous desires problem player. She then finds out about others, and suddenly her ‘victim of harassment’ is ‘on a ban watchlist for harem building’, because that’s the only way to save face at that point.

      Since I can't report your post, how does this align with the behaviors expected your code of conduct?

      https://musoapbox.net/topic/3704/mu-soapbox-code-of-conduct
      But at no point are users to engage in personal attacks against each other. Personal attacks are anything calculated to demean, shame, or intimidate other users for any reason. Bad ideas can be called out. Questionable actions can be called out. Bad game design can be called out. But at no point should a discussion devolve into name-calling, bullying, dogpiling, or mudslinging for the sake of damaging another’s mental or emotional well-being. If you just want to name-call and vent about fellow users, there are other avenues. We suggest Reddit.

      posted in Reviews and Debates
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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: 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
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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
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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: farfalla banned

      @ganymede

      Your decision sucks. Post the logs.

      posted in Announcements
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    • RE: Gamecrafting: Excelsior

      alt text

      posted in Game Development
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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: 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: 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: 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: Reasons why you quit a game...

      @loke

      Sure:

      http://lostandfound.riverdark.net/wiki/Staff_Policies

      Full credit to Meg, Roz, and Sao for their work on it, both in the original draft, and some of the revisions. That is viewable on our wiki's policy page to all players.

      posted in Mildly Constructive
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    • 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
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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
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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: RL Anger

      @Sparks

      If it's topamax, it doesn't matter if it has corn syrup, sugar, or crack. It's not going to taste right. Everything will taste like Pepsi. It's disgusting.

      (Low key soda fight bait. Fight me.)

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

      @Ganymede

      I know I've enjoyed that kind of thing -- newsletter, recognition -- player-side; staff-side I groan at the extra work. I think it's still probably worth it in the end, but man. Where is the easy button.

      How have you gathered material for newsletters / recognition posts? I've tried doing those sorts of things before -- faction newsletters, updates -- and soliciting information from players has never been super successful. On the other hand, this is something people are DELIGHTED to tell staff on Arx for a prestige cookie. The IC systems support players summarizing what they did. But BSG:U lacks that, correct?

      posted in Mildly Constructive
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    • RE: Game Stagnancy and Activity

      @DownWithOPP
      @Ganymede

      Those are both methods we've used with more or less success, but I also don't know that I would call that encouraging players to run plots that affect the game. They don't necessarily change the big metaplot angles. How do those smaller plots run within the shell of the -- umm, I'll call it a plot arc -- really impact the word?

      I think you saw this on Arx too, during the siege. There were an ungodly number of small PRP events, but they could feel fairly disconnected and without real impact.

      ETA: I either didn't scroll down far enough or missed the end of Ganymede's post. Those kinds of impacts at the end are definitely what helps. How do you make them felt?

      posted in Mildly Constructive
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    • RE: Game Stagnancy and Activity

      @Ganymede said in Game Stagnancy and Activity:

      1. Give your players the ability to affect the world. Endorse it. Facilitate it.
      2. Have a tight theme, so that whatever your players want to do will fit in to your vision.

      What do you think is the best way to achieve 1 and 2? They seem gently contradictory.

      I'm currently running a game in a very metaplot-heavy way that places a lot of weight on me (or staff in general) to run things. It's great when I'm invested, and devolves to casual RP when I take some time away. The game is strong enough to make it through the lulls without QUITE stagnating, but wow, do I see a difference in returning.

      I'm struggling with making players feel empowered to run things. How do I make it a more self-sustaining model? While keeping my vision of theme strong?

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

      I second @Roz that they are super awesome. They are probably one of my favorite batches that @saosmash has written and I am LOW KEY INVESTED in the hope that one of them becomes my BFF, that's how great they are.

      posted in Mildly Constructive
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