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    T
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    Best posts made by ThatGuyThere

    • RE: How does a Mu* become successful?

      @faraday said in How does a Mu* become successful?:

      I understand what you're saying. Personally I don't see a big difference between provisional RP in OOC areas with consenting folks, and provisional RP in IC areas with consenting folks. Either way, you're risking retcon -- not only for the parties involved, but also for ripple effects if there was anything significant done during those provisional scenes.

      For me the big difference is being on grid. It goes to the whole public scene versus private scene discussion.
      If you are unapproved and you find someone to rp with in a public grid spot that then can and does draw others in. this is fine as long as each new person is told Hey character A is not approved so this could all be retconned.
      But the question gets a lot messier if Person A logs off but the scene keeps going. Now lets say there is an issue at what point to you start and stop the retcon of the scene.
      Now scenes in RP rooms tend to stay with just the characters that started them, the the potential for damage is more neatly contained.

      I am a bit split on Provisional rp, I will not take part in it since I hate retcons in all forms (yes sometimes they are necessary but even then I hate them.) but I see no problem with it being allowed for people that want to partake in it.

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

      @vanderlylle
      I remember going to the wiki and seriously considering apping a Warden there til i heard Spider was involved. This was during it's modern day phase.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: The Shame Game

      @Kestrel said in The Shame Game:
      angry? Say and feel things because you actually feel and care about them. That, I think, is worth a lot more respect, and will make you feel better to boot.

      Who says that does not go along with bitching. When I complain about something it is because that is how I think and feel I don't randomly put thing on here to be negative, in fact in the very thread you pulled my this place is for bitching post, I have also said positive things. Including that i thought staff was handling themselves mostly well in that thread.
      @surreality summed up the reasons for this place a lot better then i did, but yeah it is a place that is open air discussion sometimes that discussion is course. That is hardly unique to this place or MU * ing, I have watched chaired professors swearing at each other over cocktail discussion that got heated at a department Halloween party.
      I would say everyone on this board cares about MU * ing, or did at one point, when you discuss things you care about sometimes things get heated, that is human nature.
      Do I char about the reputation number, no not in the least, do I care about the discussions that take place here, yes otherwise I would not take part in them.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: New Player Onboarding

      @GirlCalledBlu said in New Player Onboarding:

      EDIT: Went back to look, and yeah, looks like that magical downvote arrow was blue. Sorry, @Thenomain. I didn't actually find anything you said downvoteable, the mobile site just wasn't liking my attempts to upvote anything.

      I have done this a couple of times. You can correct it by upvoting and returning the net to zero.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: 7th Sea 2nd Edition

      I definitely prefer first edition to second mechanically. the roll and keep systems took some effort to get used to and was slow at times especially when learning the ropes or teaching it to someone new, but it felt more game then the current system does.
      Granted I am not a big fan of the trend towards narrative mechanics which I think the second edition moves towards. Besides Fate I don't think there is a narrative system I like, most hit a space where the mechanics still slow things down too much without being engaging as a game. The exception to this in my opinion being Fate and the old Over the Edge system.
      I love the setting of both editions but if I ever ran a game I would likely still use first edition rules for it.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: Attributes or No?

      I tend to be of the same opinion as Sunny, though if you are going for a rules light system I can see streamlining but for the most part I prefer them both having a place.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: An open letter to Fallcoast

      Con :
      There are multiple 2E options out there and none stopping anyone from making another.
      Fallcoast is the only 1E game remaining. (That I know of)

      I have know problem with there being 2E games but why do folks keep harping on the one option to play 1E changing?

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: 7th Sea 2nd Edition

      I tend to be very anti-PvP but in a system to use for a mush I want a system that is designed to handle it. Sadly this eliminates a lot of table top systems even the ones we use a lot, mainly for the reason that whether or not I like it is going to happen. It happens is tabletops even, the frequency depending on the group, but even the TT group I am in which is strongly anti-PvP as well runs into it from time to time.
      Not having any systemic tools for it sounds like a starting point for a lot more staff work in the end.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      @Pyrephox said in Fallen World MUX!:

      And about "whatever you'll enjoy" is just flat, flat wrong. Terribly wrong. I weep for the wrongness of it. It's one of the things that will flat out make me walk away from a game, because it says to me that staff has no idea what kind of game they're actually running, no coherent theme, and no interest in drawing new players into the game in interesting, fun ways.

      I agree with this. the answer of play what you want gets me to walk every time. Because rarely is the actual question what is needed. Yes those are the words used, but has humans we do not always express questions in in form to match substance. I always see and have used What is needed? as more of a What kinds of things am I likely to be able to integrate into things easily/quickly. It also is a question to out what types of characters exist for determining good characters concepts to add to the mix. Whatever you want tells me nothing. If I was just going to play what i wanted with out wanting/needing more info I would already be in c-gen.
      to use the example Sunny mentioned about Nossie cops, I would prefer an answer along the lings of there are a lot of Nossie cops for example, that means unless I am really set on a Nossie cop I will likely go with a different, and if I was really set on a Nossie cop then I wouldn't have asked in the first place. One upside of telling me there is a lot of Nossie cops is that while I might not want to make yet another one, instead I would think hey lets think of ideas that would have reasons to interact with them.

      Edit to Add: @Pyrephox
      I loved you example answer to the question that is exactly the type of answer I would want when asking "What should I play?"

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: How Many Alts Would An Alt User Alt If An Alt User Could Use Alts

      @Sunny
      That is well and good though the next time I some one asks me where I rp I will be sure to answer in my living room.
      And I will stick with my current mode of considering anyone who gives the answer of "Whatever you want" to the question of "What should I play?" to be someone utterly unconcerned with actually being useful and a good sign to avoid the game in question.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: Making a MU* of your own

      I have a question and I know this might get a whole can of worms started but I will ask it anyway.
      Swaggy said that the changes asked were ones that "castrated the concepts" but one of the example used was the shadow name thing, yeah I agree that the not using a verb for a name thing is bizarre but how does that really change the concept? I mean yes names can tie into to and hint at deeper things but even without that if the name was the only objection change it grumble to yourself and play on. In that example neither the concept or the mechanical stats would be changed.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: Making a MU* of your own

      One thing I would add.
      Know which parts of your vision for the game you are willing to compromise on.
      No game will get started and run on the work of one person alone, you will need a team to work with.
      While ideally you and your team will agree on the most important issues there will be places where opinions clash. The game you get will not be entirely your own vision and that is alright.
      While there are likely aspects you do not want to compromise to keep the core of what game you want intact and don't be afraid to have line drawn where things will not go, but also be open to the input and views of those helping you as well. Discerning which parts belong on which side of that fence is an essential early step.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: Making a MU* of your own

      @Apos said in Making a MU* of your own:

      Anyone that takes staff for granted like that generally are the same people that would never ask themselves, "This character concept/plot/RP is fun for me, but is it fun for anyone else to interact with?" I just don't understand. If the person making a character wouldn't want to interact with it, how can they expect anyone else to want to do so in a collaborative storytelling environment?

      I disagree with this point somewhat. When I make a concept or come up with a PrP idea my primary focus is on is it going to be fun for me. Then I put the details out there and let folks decide if it is fun for them.
      I freely acknowledge no one ever "owes" me RP or participation in a plot in any way. And if a char idea does not pan out I will move on to the next one no harm no foul. However it is on each player to look out for their own fun. This is why I love wiki character pages it lets me get an idea of the character so I can make a (semi-)informed decision on weather RP with that char will be likely to be enjoyable.
      I love me collaborative story telling but an essential part of any collaborative process is being able to discern those you will not enjoy working with and in a hobby situation then avoiding them.
      Now staff ideally should also patrol concept and plot ideas so that they fit with the game as a whole but that tends to be a rather scattershot proposition.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: Fanbase entitlement

      @Arkandel said in Fanbase entitlement:

      Would fans be right to be upset about it? Is that the wrong kind of entitlement?

      Yes they would, but the fans that liked it would also be right to say it is awesome.
      I might be a minority but I have zero sympathy for creators that fans bitch to for various things. If you put something out for public consumption people who consume it and are dissatisfied for some reason will complain. Creative content is just another consumer good.
      The biggest difference to me is that Gaiman and Weedon etc are handsomely compensated for their troubles where as for most good people end up complaining to some poor bastard stuck working behind a customer service desk.

      One thing I do think is that fan entitlement has become a term like SJW that get tossed into any conversation near the topic as a weapon. To use the New Ghostbusters I was accused of fan entitlement when I said I wasn't going to see it, the reason I stated for not wanting to see it was that I hadn't enjoyed Melissa McCarthy in any role since Gilmore Girls. Not sure how that makes me "entitled" instead so someone not fond of performances but there you have it. I found this more amusing then anything else since for this particular franchise any good childhood memories have already been sufficiently tainted by Ghostbusters 2, which happened back in my childhood as well.

      posted in Mildly Constructive
      T
      ThatGuyThere
    • RE: Fanbase entitlement

      @Three-Eyed-Crow said in Fanbase entitlement:

      @ThatGuyThere said in Fanbase entitlement:

      I would consider the Bradley Cooper thing a whole special separate breed of stupidity, and that is thinking actors are necessarily anything like a character they have portrayed.

      Maybe, though I think it comes from the same place of fanbase expectation. It's just a different arena of fanbase than a lot of us here typically engage with when we talk about this stuff.

      To me it is a pretty big difference, a huge one in fact. Not liking what a writer decided for a fictional thing and expressing that is one thing.
      Conflating an actor with the character the portray, is at best abject stupidity at worst certifiable mental illness.

      RE the Arrow thing, and death threats to me that far crosses the line as well, you are no longer stating an opinion about a piece of media but doing something i feel should get you locked up by threatening the life of another.

      I will always be all for a fan saying X writer ruined x thing they suck or even they are the worst person who ever personed, however once a fan threatens harm then it is a whole different scenario.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: Mostly Mage, Partially Descent Mux

      I side with Gany on this I would view a Mage player that ignores paradox the same way I would a vamp player that ignores vitae expense to waking up or a werewolf that ignored the social penalties of having Primal Urge.
      Though while she used the term awful player I would take it one step father and use the term cheater.
      Granted I do not see paradox as a huge leveler though it is part of the two pronged limit on Mage stuff, the second being mana availability which is also usually not a thing on mushes.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: Mostly Mage, Partially Descent Mux

      @Arkandel said in Mostly Mage, Partially Descent Mux:
      don't make the automatic assumption they are either bad players or cheaters.

      Then what term would you use for players that ignore mechanics designed to limit their characters abilities?

      Edit to add: Yeah OWoD paradox had teeth, NWoD paradox is not really a big deal unless you are in a scene where you think you will need to cast quite a bit you can just take the bashing damage and move on. Have not read 2nd edition of NWoD mage yet so no clue if they gave it teeth again or not.

      posted in Mildly Constructive
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      ThatGuyThere
    • RE: Fanbase entitlement

      @WTFE
      I absolutely love Republic of Rome. Sadly i never got to play it often since it was harder to find players for, or perhaps most of the other folks in the group preferred Diplomacy.
      For the longest time Republic of Rome was my favorite board game, it still is in my top 3.

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

      I love the +meetme command in all its forms but yeah it will pretty much kill grid wandering for large majority of the players.
      I know i could go on for a fair bit of time on the neat spots on the Dark Metal grid and I haven't been on that game in a decade.
      I can visualize the grids of some other games from back in the day fairly well like Tartarus and that game has been gone two decades.
      I am on Fallcoast most nights and I have no real clue about the grid, +meetme while a wonderful thing does devalue grid knowledge so like any other devalued skill people will stop working to develop it.

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

      I think staff has little to do with the actual amount of plot. Staff run plots are wonderful but pretty much ever mush I have been on including DM way back in the day most plot were player run, the term PRP was never used but they folks who RP together a lot would get together and someone would be like Hey lets do this. And Plot would happen.

      Now things are a lot more organized which I can see the pros and cons of but the majority of plot is still in the hands of the players.
      I haven't noticed a large trend one why or the other but then I have also tended to avoid most of the +event sort of random PRPs anyway so I wouldn't notice a lack of those numbers.

      posted in Mildly Constructive
      T
      ThatGuyThere
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