I would be okay with that second meta pose but a lot of people would bristle at it. It's entertaining and probably accurate. If you had posed how you thought he was a jerk but would never say so out loud, you are denying the other player retort to an insult. That is not okay.

Posts made by Thenomain
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RE: Cultural differences between MUDs and MUSHes
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RE: Cultural differences between MUDs and MUSHes
I had a lot of thoughts on this while in the shower, and I have to get one or two of them down before work.
I am going to take a break from demanding my independence from stereotypes of a larger group and use the term "we", because it's quicker to type and because it's easier to get across the more generic points that I'm going to make.
@Kestrel said in Cultural differences between MUDs and MUSHes:
- Different attitudes towards what constitutes creepy player behaviour, addressed by me here
I'm jumping way ahead of myself, but you're reacting to the Mush attitude about OOC behavior. One of the key differences between a Mud and a Mush is one of game system. A Mud is typically a game with a coded system; that is, the code is the system. If you're playing with code, you're playing the game. A Mush is most typically a play-space based upon a table-top RPG or agreed-upon rules of role-play, systems that often need a human being to arbitrate conflict of "does it hit" or "am I poisoned". We have had well over a decade to figure out how to make this work without a computer telling us the answer, and sometimes without an adjudicator (storyteller, ombudsman, staff) to tell us and agree upon an answer between us. To do this, we in the Mushing world must rely on OOC.
It's caused some of its own issues, such as a heavy reliance on it and, as @lordbelh said, opportunity to manipulate the more fluid situation via the very channels meant to solve the problem of the system not being code-heavy.
- Anger over metaposing etiquette, brought up by others here, etc.
This is ownership of the character. You're writing the character so it's yours. You aren't giving the code the opportunity to kill you just for interacting with it. The character's daily life is almost entirely yours to write. So when someone writes or controls your character for you, then yes, people get upset. This is the "bad" kind of metaposing. The other bad kind of metaposing is when someone is passive-aggressive at you via off-hand author comments in the middle of a pose, but that's because passive-aggression is bad, m'kay.
- The lack of spontaneity in stumbling across RP on the grid, partly explained here
Mushes used to be a whole lot more spontaneous. I don't honestly know how to explain this one, other than World of Darkness games especially have grown insular over the years. Possibly because of fear of what people are willing to do to your character, but I feel it's more to do with what happens when people with that fear become staff and that attitude starts being the game culture's norm. A much larger discussion for another day, perhaps.
- The ubiquity of OOC communication
I jumped ahead, here. See Above.
- Preferences for openness about characters' hidden motives vs. a preference for mystery and secrecy.
This is also mostly due to the lack of systems to support secrecy. We had something like this, and it was horrible, horrible because there was no way to prove who did what or better yet, who knows what. We in the World of Darkness arena have tinkered with the idea of "supernatural lore systems" as a codified way to determine who knows what, and if you couldn't prove it that you had the knowledge then you weren't allowed to act on it.
It ... wasn't pretty.
There also isn't any code to allow you to affect another character without somebody knowing about it. Good side: There's more you can do because you're not relying on code. Bad side: You need a human being. As game staff gets busier and busier, they're less and less likely to babysit those situations. (As a side note: I think it's many staffer's fault for finding busywork, but again, another long conversation for another day.)
I've overstepped my time allotment by (checks) 15 minutes, but I think that summarizes the main points pretty well. A different approach to application of game systems seems to color most of the differences. Not really a guide, this, but an explanation that might help ease you into why the differences exist.
Ta.
edit: Incidentally, you are always, always okay to be creeped out by someone approaching you as a player (OOC) over things that are emotional. Say 'I'm not comfortable with this' and let them retract. My personal Prime Directive is that RL Comes First. If this means that you need to step away from someone because they're getting all up ins, then do so. What constitutes 'creepy' is so personal, moreso than almost the rest of this, that I wanted to add that on.
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RE: Marvel: 1963 (Lookin for a Coder)
On WoD games, people join and leave channels quite often, as a way to minimize spam when entering a busy scene or when channel chatter doesn't agree with them. We WoDMuxers also have a tendency to have one channel per social grouping, including the "wolf pack" analogue for name your own game structure. So yeah, we lean on channels a lot.
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RE: Marvel: 1963 (Lookin for a Coder)
@tangent said in Marvel: 1963 (Lookin for a Coder):
what are the drawbacks to Pennmush?
That horrible, insane channel system.
... Pretty much nothing else. Penn is otherwise equal to most players, but speaking as a player, man that channel system is grotesque.
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RE: Base Code Question
@faraday said in Base Code Question:
@Lithium As I understand it, the character/player separation in Evennia is configurable, so you don't have to use it. Maybe @Griatch can confirm?
When he gets around, but it was one of the things I was prodding about both on the channel and in the documentation. Griatch may recall my comments of "holy hell, you can do it all three ways whhaaaaaaat?"
To make things more confusing: There is always a player and always a character, but it's configurable that the player login connects you immediately to one and only one character, making it appear to the player that there's no difference.
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RE: Pixel's Playlist
@Cobaltasaurus
Islandia, mutherfukka. The original TinyTIM. Winner winner chicken dinner.
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RE: Random links
@WTFE said in Random links:
I'm bored and kind of trolling, but mostly giggling that I really found this image.
I mainly like lotus flower #1.
Also, some cultures, amirite? Heh.
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RE: Marvel: 1963 (Lookin for a Coder)
Event and logging code (which could just be copied from the same ones all the games use)
What logging code that all the game use? I would like to see this.
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RE: Meta vs PrP vs Planning vs Impromptu
Yet consider your favorite tabletop scenes. Did you pose? No, you say "I throw the spear." / "But it's made of iron! You can barely lift it already!" / "I want to throw it anyway." / "Sigh, fine, but you're at minus three steps to even hit." / (rolls, hits) / (everyone bursts out laughing.)
We have no "Mushlike" way to enable this, and no matter what you do, the pose will be removed from the action. I would be happy if combat scenes had no posing and allowed table-talk, aka OOC, for the interaction.
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RE: ROGUE: It is coming...
So are we talking Death Metal or Heavy Metal? From the ads so far, I'm guessing more Spinal Tap.
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RE: Kinds of Mu*s Wanted
Writer's Advice: Publish that shit, already!
Jesus, asexual lawyer type, you're worse than I am for sitting on incomplete projects.
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RE: Changes to The Hog Pit
We shall see. Undoing what's going on takes six clicks of a mouse. I ran the process through my head just now. Six clicks. Admin section -> Manage Categories -> Hog Pit -> Allow registered users to see & to post -> Save. This is all it takes to undo the experiment from a technical angle.
From a social angle, well, that's harder to predict. I personally know two and know of a few other people who've left the board specifically because it was all vitriol all the time. I know only one who left because it wasn't. Will this more hands-on approach change the boards for the worse? I don't know. I don't think so else I wouldn't have agreed to this, myself, and I'm the most vitriolic of the crew. We shall see.
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RE: Fallout 4
@Thenomain said in Fallout 4:
That is, if you see a sleeping bag, hit it up for one hour and keep going.
I never understood why you can't just take the sleeping bags with you like a fucking boy scout.
http://www.nexusmods.com/fallout4/mods/11111/?
Sleeping Bag.
http://www.nexusmods.com/fallout4/mods/12465/?
Re-enable Achievements with Mods.
In FO:NV, there was a sleeping bag as an award for finishing the Lonely Road DLC, but the game was more challenging/realistic/"immersive" without hitting survival mode.
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RE: Changes to The Hog Pit
@EmmahSue said in Changes to The Hog Pit:
Prolly Glitch or Theno's doing. They're better at naming.
ES
It wasn't me, but how about "Pitstains"?
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edit: I flipped the switch. If you want to post to the Hog Pit, you must belong to the "Pitcrew" group by going here. For now all other registered users can still read it, as part of the staged transition.
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RE: RL Anger
@Ganymede Brent Spiner was on a dramady called "Night Court" also. I think I see where you're taking this:
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RE: Fallout 4
Survival Mode makes Fallout 4 more than a walking simulator, for me. I experienced my first Death By Crashing Vertibird yesterday and laughed my twinkies off.
@Lithium, the secret is to 'over-sleep'. That is, if you see a sleeping bag, hit it up for one hour and keep going.
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RE: Good or New Movies Review
@Ganymede said in Good or New Movies Review:
@thebird said in Good or New Movies Review:
Also, Captain Amercia: Civil War was a bit of a train wreck, too....somehow I think I'm in the minority there.
I didn't find it a train wreck, but I did find it anti-climactic, even though I did not quite foresee the ending.
I found it a nice amount of Drama in my Superhero Movie. It wasn't tight, but it did what it wanted to rather well.
Also, Peter Fucking Parker. I think I'm going to have to replace the Toby McGuire Spider-Man as the most true to concept I've seen.
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RE: Meta vs PrP vs Planning vs Impromptu
@Three-Eyed-Crow said in Meta vs PrP vs Planning vs Impromptu:
I don't feel like all game-wide plots staff run have to be saving the world, either. They can sometimes, but I like larger-scale stuff that isn't Mega Destruction, but still reinforces major aspects of the setting, or introduces smaller changes to the status quo.
On Haunted Memories, we Changelings once had a sphere wide plot of figuring out how Hedge Sharks got in our swimming hole. It was extremely short but man was it fun.
Killing a train: Fun. Going to war: Fun. Also keep in mind that a game-wide plot often doesn't involve the entire game.
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RE: Play-by-post analog to MUSoapbox
MOD VOICE
I have locked this thread in waiting to see what @EmmahSue and @Glitch want to do at this point. I suspect it's going to be nothing more than moving the Hog Pit posts to the Hog Pit. There was a warning, we're carrying through.