Posts made by Tinuviel
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RE: Dead Celebrities 2021 Edition
@arkandel said in Dead Celebrities 2021 Edition:
I don't know how well known he is outside of Greece. Probably not much.
Fairly sure everyone at least knows of that one melody from Zorba the Greek.
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RE: Attachment to old-school MU* clients
@mietze You're arguing against a point nobody is making. @faraday simply said it was sometimes a pain to incorporate backwards compatibility. They also said they themselves use clients still.
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RE: Attachment to old-school MU* clients
@mietze said in Attachment to old-school MU* clients:
@tinuviel If the people you want to appeal to are going to cling to the old preferences, then I'm not sure if you want something totally different it is a good use of your time and energy to try and pry it away from them and let their refusal stop you from trying something new with other people (even though it will ve smaller) who are less reactive and might even be receptive given the right environment.
It's called iterative innovation. Introduce new thing that is similar enough to old thing to get people on board. Make small changes to new thing over time, leaving more of the old thing behind. Eventually you have totally new thing, and nobody really notices.
You're trying to force an absolutist view on this, where one doesn't need to exist.
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RE: Attachment to old-school MU* clients
@derp said in Attachment to old-school MU* clients:
The CLI style interface is really about the only remotely manageable way to operate a game like this from an administrative level.
I would even argue that the CLI style interface is what makes it a MU, at least from a consumer's perspective.
A car and a motorbike might have the same kind of engine powering the whole thing, and they're both vehicles, but they're very different in terms of learning how to use them, and what people think of them.
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RE: Attachment to old-school MU* clients
@mietze said in Attachment to old-school MU* clients:
But I don't see the point in complaining or fretting about people that won't give an old preference up.
Then I shall tell you.
If you want to appeal to current MUers, then you do have to take their wants into consideration. If the innovation is too completely alien, then we're unlikely to adopt it.
If you just want to innovate for the sake of innovation... then why even bother calling it a MU anymore if it's so totally different?
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RE: Online friends
@arkandel said in Online friends:
Are online friends real friends? Where do you draw the line, if you do?
Yes.
None of you count.
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RE: Antagonistic PCs - how to handle them
I used to really loathe the Super Friends thing. But then I realised that that isn't what I loathe, really. It's when Super Friends is the only thing going, and the internal 'sphere' plot is either non-existent or solely in support of the Super Friends.
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RE: Antagonistic PCs - how to handle them
@horrorhound said in Antagonistic PCs - how to handle them:
@tinuviel said in Antagonistic PCs - how to handle them:
@horrorhound said in Antagonistic PCs - how to handle them:
@ganymede said in Antagonistic PCs - how to handle them:
Well, I mean, I can’t eat a whole baby these days, I’m old, wtf.
You don't eat them whole, Jesus Christ who raised you? Chew your food, dammit.
A whole baby and a baby whole are different sentences. Who taught you to read?
The American Education System.
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RE: Antagonistic PCs - how to handle them
@horrorhound said in Antagonistic PCs - how to handle them:
@ganymede said in Antagonistic PCs - how to handle them:
Well, I mean, I can’t eat a whole baby these days, I’m old, wtf.
You don't eat them whole, Jesus Christ who raised you? Chew your food, dammit.
A whole baby and a baby whole are different sentences. Who taught you to read?
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RE: Organix banned
@ganymede said in Organix banned:
I don't care if you have mental illness
As a resident mentally ill person: Mental illness isn't a reason to be lenient. This place doesn't count, legally, as public participation thus you don't need to use the kid gloves with the mentally ill.
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RE: Antagonistic PCs - how to handle them
@il-volpe said in Antagonistic PCs - how to handle them:
@tinuviel said in Antagonistic PCs - how to handle them:
@wizz Oh, yeah, I'm operating in the fantasy world where players care about story over victory. It's never going to happen and players are going to fuck up perfectly good games every time.
Naw. It happens all the time. Thing is, they care about their story, not their role as a bit part in yours. There's a significant difference between "wanting to win" and "wanting to roll."
Yeah, I'm just a grumpy old man. This is why I don't run games, I write stories instead.
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RE: Antagonistic PCs - how to handle them
@wizz Oh, yeah, I'm operating in the fantasy world where players care about story over victory. It's never going to happen and players are going to fuck up perfectly good games every time.
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RE: Antagonistic PCs - how to handle them
@wizz I think that greatly depends on genre, too. If you're playing a super hero, you're expecting to eventually win. Or if it's plucky underdogs vs evil empire, then the underdogs should eventually come out on top.
But if you're playing urban horror, like WoD pretends to be, or Cyberpunk, or "everything sucks, you get to make it suck less briefly" kind of genres then the opposite is often true. You're going to lose eventually, make it count while you're here.
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RE: Antagonistic PCs - how to handle them
@derp said in Antagonistic PCs - how to handle them:
Going into it with 'well the good guys are clearly going to win, duh' as the starting point is more the problem here, I think.
Perhaps a step before that, going into it with the idea that there are definitely good and bad guys is a problem, too. Sure, some genres basically require it, but it's not absolutely necessary much of the time.
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RE: Antagonistic PCs - how to handle them
If the 'antagonist' side only exists to be a foil to the 'protagonist' side, it should be NPCs. If your game is about robbers, the cops should be NPCs. But in the cops and robbers game, you've got bands of robbers, and they're all somewhat antagonistic against each other since they all want to win.
If you want to have pseudo-antagonistic groups, give them things to do that aren't just "fuck with the other guys" all the time. Make the actual antagonistic moments matter by emphasising that they are rare.
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RE: Antagonistic PCs - how to handle them
@arkandel said in Antagonistic PCs - how to handle them:
Beware of trying to codify what makes for a 'good' antagonist.
A good antagonist can still be a shitty player. A good protagonist can still be a shitty player.
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RE: Antagonistic PCs - how to handle them
It's important to note that there is a difference between PCs who are antagonistic, and groups that are designed to be antagonistic.
My Ventrue and your Toreador are PCs who have antagonism between them. My Camarilla and your Sabbat are in groups that are designed to be antagonistic. The latter is harder to deal with and would probably require policy, the former is... basically expected in many kinds of games. So OOC communication is an absolute must, and that's basically it.
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RE: Antagonistic PCs - how to handle them
@jennkryst As good an idea as that is, the kinds of people that suck at dealing with antagonists also suck at dealing with consequences.
Maybe we should just stop letting stupid selfish people play our games. Is there a test for that?