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    2. Tinuviel
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    • Following 0
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    • Topics 9
    • Posts 3161
    • Best 1668
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    Best posts made by Tinuviel

    • RE: RL Anger

      @ganymede said in RL Anger:

      If a child's home life is a warzone, it won't matter what a teacher does in the classroom.

      Doesn't even need to be a warzone. Apathy is just as harmful to development as outright hostility. Though I doubt I'm saying anything new.

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: MSB, SJW, and other acronyms

      @faraday I tend to agree, at least in the context of a forum on the internet that doesn't matter. In reality, though, I don't ever want to not be able to argue with someone simply because what I'm arguing against is a strongly held belief. The stronger the hold, the stronger one's ability to defend should be.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      Should set the thing in Dubai. I think there's a population density of like twenty billionaires per square foot there.

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: RL Anger

      @tnp said in RL Anger:

      Swooping is bad.

      alastair

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Social Stats in the World of Darkness

      @faraday said in Social Stats in the World of Darkness:

      And GMs can weigh in even more

      Well, yes. That is from whence the rules/rulings come. We also need more universality in such things. What one GM/DM/ST allows isn't necessarily going to be allowed by another, and that is where much confusion can come from.

      ETA: I am speaking, of course, in relation to a single game. Various games can have different rules of course, but on a single game there should be a single level of expectation of what to expect from storytellers.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      @mietze Orgasm descriptions? As in... descriptions of orgasms or descriptions designed to provoke orgasms?

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: RL Anger

      @derp It's absolutely not absurd. It's the truth.

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Social Stats in the World of Darkness

      Hey, if we/you guys solve this whole 'solving problems when nobody wants to cooperate' issue, I know a few anthropology and political science journals we could submit to...

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: San Francisco: Paris of the West

      @bad-at-lurking The scandal also involves the council's treasurer, Jeremy Schmidt. "Council In Depp-Schmidt."

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: Creative/Clean insults?

      @saturna said in Creative/Clean insults?:

      I bet you put the spoon back in the sugar.

      Of course I put the spoon back in the sugar. It's the sugar spoon, I don't stir with it. Don't be gauche.

      My favourite clean insult/mocking comment was this: You make a glass of water feel particularly intelligent.

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Social Stats in the World of Darkness

      @surreality said in Social Stats in the World of Darkness:

      the book states there are some thing outside the bounds of what the system is designed to allow.

      I believe this is at least half the point behind the storyteller system. A great deal is left in the hands of the ST. Which is fine... in tabletop play. The key think a MU needs is uniformity. I don't care if a dozen MU's have a dozen different rules, so long as they are applied uniformly inside the game itself. AND are publicly accessible to those not yet on the game.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: Miami, Blood in the Water

      @saulot Needs more plane crash.

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: RL Anger

      @testament "It's beginning to look a lot like fuck this..."

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Social Stats in the World of Darkness

      @jennkryst said in Social Stats in the World of Darkness:

      You set up the character from birth onwards. But you also need to accept the outcome that the system spits out for you.

      Yeah, just like real life. Shit happens, you work with it. It doesn't mean at all that I'm simply an observer. I determine my reaction, just as I determine a fictional character's. I can't change the system's result, but I can determine what my character does about it.

      If someone threatens me, I don't determine if I'm scared or not. I determine what I do about being scared if that's the result.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: Sanctuary

      @icanbeyourmuse Entire angel squad goes rogue. Caught behind enemy lines with no hope of rescue. Hated by their enemies, abandoned by their allies. The only ones left to turn to... each other.

      This fall, on NBC. Reach Out and Touched by an Angel.

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: RL Anger

      @aria said in RL Anger:

      or, as I like to call it, "the holiday date rape song"

      Yeah... you'd be wrong on that, but I'm not going to argue it with you.

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Historical settings

      Most of your questions depend entirely on what you intend on using the historical setting for, in my view. Is this going to be a full-bodied 'experience' for your players, or are there some certain key attributes of the historical period you want to explore?

      If one is aiming for the former, then the foundational nature of the period's societal situation must be given more than a casual glance over the newspaper. People in those times are the way they are in no small part due to the frictions and biases the societal goings on. In most cases, extreme representations are entirely harmful: nobody wants to be called names every single time they step out their front door. But at the same time, one cannot simply ignore the entire societal situation as that would be simply disingenuous. A balance must be struck between playability and accuracy.

      While it's true that PCs are generally the exceptions to every conventional rule, it's important to temper this with dashes of realism. PCs that, using simple bigotry as an example, are overly friendly to the 'wrong sort' of people would likely face a backlash from the unwashed NPC masses. If this backlash doesn't exist or doesn't impact PCs in any meaningful way, then the history you're trying to explore will remain in the background being useless and thus the purpose of setting your game in a historical era is lost.

      In most cases, the strictly historical games would be a niche market to begin with, generally restricted in interest to those with an already present desire to explore such a period or those that have a desire to learn and to do so on their own. So very little education should be necessary beyond perhaps referencing inspirational materials and jotting down a few paragraphs of background for the particular period you are exploring. If you want to make the game open to a wider audience, then perhaps some information on demographics and their lifestyles, common occurrences, and the like with a list of favourite source materials for the period - as anyone wanting to make a truly historical game would likely have some in mind.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
    • RE: Armageddon MUD

      @Meg said in Armageddon MUD:

      but is your job as a staffer to protect your players against the staffers you hired or the players you have on your game?

      Well... no, no it isn't. The job of a game-runner is to run the game. Some percentage of that will be disciplinary in nature, but they have other responsibilities too. And lives outside of that. If one offered @faraday or @Derp proof that a staffer was engaging in horrid behaviour against players outside of their game, actual proof, then I'm sure they'd act.

      My job isn't to protect my students, it's to be their teacher. Some percentage of that is to protect and discipline them, but not the majority. If students fight at school, then I act. If students fight outside of the school (such that my duty of care doesn't apply) I don't, it's beyond my remit. But I'd probably keep them apart.

      posted in Adver-tis-ments
      Tinuviel
      Tinuviel
    • RE: Real World Peeves, Disgruntlement, and Irks.

      man drawer

      posted in Tastes Less Game'y
      Tinuviel
      Tinuviel
    • RE: Historical settings

      @seraphim73 Super in-depth historical would probably be best for an online tabletop rather than a MU.

      I think the only thing that really matters in any historically set game is that you don't erase the history of actual people. Downplay some stuff that doesn't fit, sure, but just erasing it wholesale to make you feel better? Pick another period.

      ETA: By 'actual people' I mean people that we can actually and easily link ourselves directly to. People who's story directly impacts our own. Black folks in the 20s (per the example in the other thread), Aboriginal people, etc.

      posted in Mildly Constructive
      Tinuviel
      Tinuviel
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