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    Posts made by WTFE

    • RE: Eliminating social stats

      @Lisse24 said in Eliminating social stats:

      Several times in this thread, I've heard people equate using dice as the enemy of creating narrative.

      You didn't hear it from me, though, given that I said also in this very thread:

      Well, yeah. I already said that I enjoy the weird twists and turns (and quick thinking) that dice often bring to games.

      This was a callback to another thing I said which I can't be arsed to scroll back further to find.
      I then mitigated this with:

      It's just sometimes they bring REALLY BAD THINGS to the gaming experience too and a smart GM will curtail those.

      And my 2300AD story is a (very) extreme example of the kinds of really bad things reliance on dice and dice mechanisms can do where only an utter fucking ignoramus would consider the result desirable.

      I want to push back on that.

      So you want to push back on the man of straw that's … standing there.

      I'm quoting WTFE just because this is one place where I've read that argument, but certainly, he's not the only person whose made that argument.

      Only you didn't read that argument from me. You wanted to read that argument and you skipped over the parts that didn't fit the argument you wanted to hear.

      Here's the core of my argument: MUers are terrible writers. I don't mean that they're incapable of stringing together 3-5 sentences with vivid language in engaging poses. They can absolutely do that, by and large. No, what I mean is that, for the most part, they don't think long term about themes and beats, and what constructs a good narrative.

      And dice know more about narrative, themes, beats, etc. Got it.

      Ex: "I'm going to have my character lose this conflict so that he can wallow for a bit and then have an awesome comeback," or "The story I'm telling with this character is one of alienation and loss and so, I want to sabotage his own attempt to become Priscus though his inability to connect."

      Get a better class of co-player. I have no difficulty finding people who do the fail now to succeed awesomely later thing. Or for that matter the tilt at that windmill eternally without making visible progress thing. Or even succeed scene after scene in ways that incense the opposing characters until a spectacular fall.

      And given that I tend to play on systemless MUSHes, so there's NO mechanisms of ANY kind, physical or social, that's … pretty weird that you think this doesn't happen.

      Muers don't think that way.

      And dice do. Check.

      In general, I believe that there are two major stumbling blocks to MUers telling compelling narratives. 1) They don't like losing, and any good story has peaks and valleys. MUers avoid valleys at all costs.

      Again I'm just going to have to suggest you find yourself a better class of co-player.

      1. They don't control everything. Sure, you can be telling a story of alienation, but that doesn't mean all the other chars are going to play along (I've run into this with my char over at F&L, where I had to rejigger my approach to her several times).

      Again, while this is the first of your criticisms that I actually recognize from my playing experience, I must once more point out: nor will the dice play along.

      In these circumstances, adding random events, and letting a neutral arbiter, such as dice, determine the outcome periodically, even for social interactions, can enhance narrative.

      The operative word being "can". Not "will". They "can" enhance narrative (which I've already said in this thread). They "can" (and "do") also utterly fucking ruin narrative. Which is why relying on dice exclusively is a terrible fucking idea unless you're playing RPGs like they're chess games or board wargames or whatever.

      They help a player adhere to their character's nature, strengths, and weaknesses, while simultaneously adding challenges and random difficulty for that player to overcome. The knee-jerk, 'well let's just throw away social dice because players don't like losing that way,' will not enhance the narratives told on that game, it will diminish them.

      Except that literally every MU* I've seen they already pretty much do ignore the social dice except for when it turns into an argument like this. Part of the problem is that adhering to the use of social dice doesn't reward shit and, to recite an old mantra of mine: YOU WILL GET THE BEHAVIOUR YOU REWARD.

      (I have literally been pointing this out for nearly two decades in various incarnations of WORA/SWOFA/MSB/whatever.)

      Using social dice (at least as they are implemented in most games, because most games are designed in such a way that the social skills aren't intended for use on fellow players, but on the world) penalizes, not rewards, the people who can string together a cogent, persuasive line of purple prose:

      • It penalizes them when they make a gorgeous pose that falls flat because of the dummy dice. The effort and creativity spent on the lead-up falls flat because the die came up snake-eyes (or whatever).
      • It also penalizes them when someone who is barely coherent makes a ham-fistedly stupid pose and suddenly they have to have their characters fuck.

      In the first case one could argue that the narrative improvement might offset the loss, but in the latter case it's just fingernails on a chalk board.

      Social dice, as commonly implemented (in literally every MUSH I've been on that had them) do not enhance narrative. They are an unmitigated failure, in fact, at this. They have caused more bitter and not-at-all-enjoyable (except to misanthropes like me sitting in the sidelines and munching popcorn) OOC drama than they have ever generated good IC drama. They suck like galactic core black holes.

      I could be persuaded that there might be ways to make such things work. Hints of these exist in the form of Fate's economy of Fate Points or Spark's economy of Influence. I have seen hard-core gamist players of the strongest, min-maxing variety who play super-tactical games to eke out every advantage conceivable in each and every tactical situation accept temporary setbacks in Fate to collect Fate points for when it counts, accidentally creating nifty narratives along the way. I haven't seen this in Spark yet because I haven't played it, but I can see potential for it there as well. Other games with similar mechanisms abound as well and can likely be kit-bashed to do this.

      But the key in all of these is that taking setbacks (socially or otherwise) is actively (and immediately) rewarded, which is why you get the behaviour desired. This is not the case in any MUSH I'm aware of.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Lotherio said in Eliminating social stats:

      @WTFE Let me be more specific. Pace is diceless. The totality of success and failure is optional losing to gain pips for wins later. Most folks who've played diceless comic mu*s over the years are familiar with the concept. Take turns in the spotlight.

      I'm just thinking any mu* system is better served by something like this. You want to win a fight, you need to take punches too and give someone else a win.

      Sorry, I wasn't clear. This wasn't me saying "*yawn* been there, done that." This was me saying "this idea has a long pedigree and is worth exploring."

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Lotherio said in Eliminating social stats:

      To incentivize, I've been pondering Pace, a 24 game (written in 24 hours). Pips are gained and used to supplement skills (descriptors). To gain pips for use later, a primary way is by accepting a loss. Their example has a dashing character takes a fail at flirting, the loss ends with them wearing a red mark on the cheek for a 2 pip loss in that situation. They can now use those two points for a success later.

      Fate and Spark both use mechanisms similar to this. Probably loads more, too. This is thinking that dates back to Champions' first edition with their ham-fisted "get points for weaknesses" attempts.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      No, dude, really, you win. You bested me. Aye iz duh loozer. U is winnar!

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Ganymede said in Eliminating social stats:

      William Shakespeare's Hamlet: The only two protagonists -- Ophelia and Polonius -- are dead before Hamlet can even get close enough to Claudius to kill him. And, no, Hamlet is not the protagonist.

      I'm not sure how Ophelia and Polonius can be seen as protagonists unless you're going by some definition of protagonist that means "only good guys". (And even there Polonius is a stretch.)

      A quick glance at the Wikipedia article for Hamlet says:

      The protagonist of Hamlet is Prince Hamlet of Denmark...

      This coincides with the definition of protagonist I've always seen used: "the main character of a work of fiction". So which definition are you operating under so we can sync expectations?

      Mary Shelley's Frankenstein: At the onset of the story, the protagonist -- Dr. Frankenstein -- is dead. I'll admit to cheating a little on this one, as the story is mostly a re-telling from the Monster's perspective.

      Victor von Frankenstein isn't dead at the beginning, first. Indeed isn't he telling the captain his story as a warning? Like, in person? And the monster's narrative is pushed stack-like into the middle of that?

      So Victor's narrative has a clear path, beginning to end, that resolves a conflict. (Not in a good way for him, mind.) The monster's own inserted narrative has its own conflict that is resolved. (Not in a good way for him, either.)

      (I may be off here. It's been decades since I read the book.)

      @Ominous said in Eliminating social stats:

      [...a bunch of horseshit elided...]

      Dude, I get it. You've chosen an indefensible hill to die on and can't let go. Bravo! You will be remembered forever for your defence of the superiority of the story with Faruq Waterstrider, Wanna-Orb Barbobi, and Unity Corea coming out of the blue to rescue Leia and take up the good fight against the Empire! Or even better, they come out of the blue and fight for the Empire, obliterating the Rebellion completely!

      So, just to make you happy: You win. You're 100% right. I'm 100% wrong. I lose. You can now go back to eating cheetos and crowing to your WoW clan or LOL team about how you smacked me down righteously.

      In the meantime I'll talk with the adults in the crowd. Run along now.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      So you pick and choose the single definition that literally encompasses anything that can come from someone's mouth ... which is not the kind of story that a "narrativist" (another steaming hunk of shit of a neologism) would be talking about.

      Ever.

      And then say that this story:

      "And Luke Skywalker teamed up with Obi-Wan Kenobi to go rescue Princess Leia from the clutches of the Empire, and on the way they died because Han Solo failed his piloting check and crashed the Millenium Falcon in the debris field that was once Alderaan. So Faruq Waterstrider and Wanna-Orb Barbobi, having never seen R2's message, never having had an aunt and an uncle die, never having had any kind of history with Darth Vader, took up the cause anyway and teamed up with Unity Corea to rescue the princess and ..."

      ...is the superior narrative to:

      "And Luke Skywalker teamed up with Obi-Wan Kenobi to go rescue Princess Leia from the clutches of the Empire, and on the way they died because Han Solo failed his piloting check and crashed the Millenium Falcon in the debris field that was once Alderaan.

      Screenwriter: Oh, wait a second, that's kind of jarring. Let's rework this a bit.

      And on the way, because Alderaan was now a debris field instead of a planet, the Millenium Falcon crashed, smashing C3PO into a small metal cube, killing Han and Luke, grievously wounding Obi-Wan and leaving Chewbacca unconscious. The surviving heroes are taken into custody, but through feats of derring-do with their fellow prisoners, Faruq Waterstrider and Unity Corea, and the help of plucky R2, proceed to escape, to rescue the princess and ..."

      Because that's how it would have played out had one or two of the original team survived: massive change to the storyline, but there'd still be, you know, a coherent thread of a story instead of Radiohead as formed by Joe Bloggins, Stan Hardy, Paul Starr, and Stella Nightengale.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Ominous said in Eliminating social stats:

      @WTFE said in Eliminating social stats:

      And from the gamist perspective he was right. It's just that as a narrative it fucking sucked. So right here you're contradicting what you opened with. You're saying "from a gamist perspective it was a good narrative". There's a reason why "gamist" and "narrativist" are on opposing ends of a spectrum: they're not the same thing by any stretch of the imagination.

      I disagree again.

      And you would be wrong again.

      Both can lead to very interesting though very different stories. I mean you just told us the story a few posts ago.

      You are conflating several very different definitions of "story" here.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @faraday said in Eliminating social stats:

      Now to be fair ... most "game versus story" conflicts aren't quite that extreme. Sometimes fickle dice can take you in an unexpected yet narratively satisfactory direction, and that's why a lot of people like them. But sometimes they're just fickle and dumb.

      Well, yeah. I already said that I enjoy the weird twists and turns (and quick thinking) that dice often bring to games. It's just sometimes they bring REALLY BAD THINGS to the gaming experience too and a smart GM will curtail those.

      (And I trot out that example specifically as an extreme to show that yes, indeed, dice can OBLITERATE stories where only an ignoramus would think that the dice's version is the superior story.)

      ...edited to add...

      It would be like: "And Luke Skywalker teamed up with Obi-Wan Kenobi to go rescue Princess Leia from the clutches of the Empire, and on the way they died because Han Solo failed his piloting check and crashed the Millenium Falcon in the debris field that was once Alderaan. The end."

      No, it would be worse. 😄

      "And Luke Skywalker teamed up with Obi-Wan Kenobi to go rescue Princess Leia from the clutches of the Empire, and on the way they died because Han Solo failed his piloting check and crashed the Millenium Falcon in the debris field that was once Alderaan. So Faruq Waterstrider and Wanna-Orb Barbobi, having never seen R2's message, never having had an aunt and an uncle die, never having had any kind of history with Darth Vader, took up the cause anyway and teamed up with Unity Corea to rescue the princess and ..."

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Ominous said in Eliminating social stats:

      @WTFE I disagree.

      You have that right.

      I think that what the professor did was the better story option.

      You are, however, 100% wrong in doing so in this case.

      A story consists of one or more plots. A plot is the resolution (one way or another ) of one or more conflicts (or as Polti would put it, "dramatic situations").

      There was a plot in play. It resolved around several dramatic situations. (Aside from the obvious military angle there were plots buzzing around politics, public relations, and a shady bit of clandestine research that could have gone really badly pear-shaped had everybody involved in investigating/propagating it been suddenly terminated out of the blue.) ZERO of those dramatic situations got resolved with the sudden TPK. Thankfully before this cycle we'd done a full plot with a suitable ending so the sour taste from this fiasco wasn't as bad as it could have been, but only an idiot would think that a TPK mid-story is good narrative technique.

      You are free to disagree, but ... here's a thought: find me three books (that aren't academic wankery that five English majors in the world have read, I mean -- something that was actually read by actual people) that "resolve" a plot by killing all the protagonists suddenly out of the blue while (important bit here!) none of the current conflicts have even begun to get resolved.

      Some stories don't have happy or even meaningful endings, which makes them even more poignant.

      This "story" didn't have an ending of any kind. It had the kind of "ending" you'd get from a novel that was 3/4 complete when the author suddenly died of a heart attack. It didn't end so much as get truncated. I mean he TRIED to continue it, but without the IC history, connections, motivations, etc. there was no reason for the new characters to keep going into the proven-deadly killing field. If even ONE of the original characters had survived there might have been a way (although more than one would have been much nicer), but we didn't have that. What we had instead would be like if, say, Colin & Jonny Greenwood, Ed O'Brien, Philip Selway, and Thom Yorke all simultaneously got killed in an air crash but Nigel Godrich decided to just take five other people, call them Radiohead, and kept them making albums.

      One of the inspiring texts for D&D (It was in Appendix N) was Seven Geases where spoilers the main character survives a whole host of adventures only to die by slipping and falling from a cliff at the end. end spoilers

      And the whole host of adventures were a set of plots with beginnings and ends, right? He wasn't on his way to the site of the first of those adventures and fell off the cliff before he even got to it?

      Then again, I am a strong gamist rather than a narrativist, unless I am playing something like Mystic Empyrean or Microscope.

      And from the gamist perspective he was right. It's just that as a narrative it fucking sucked. So right here you're contradicting what you opened with. You're saying "from a gamist perspective it was a good narrative". There's a reason why "gamist" and "narrativist" are on opposing ends of a spectrum: they're not the same thing by any stretch of the imagination.

      You can read all about the founding ideas behind old-school D&D in this series where a blogger played with Mike Mornard, one of the early players in Gygax's group: http://blogofholding.com/?series=mornard I think everyone should read the whole series, as D&D set the stage for our entire hobby. It's sort of a Federalist Papers of RPGs.

      I really don't give a shit. All the "Federalist Papers of RPGs" in the world doesn't change what literally thousands of years of literature has deemed to be a narrative. There is merit as a game to the "let the dice lie where they may" stance. But that merit is not a merit for narrative. Good narratives can emerge from that only by accident in the same way that getting a coherent and decent character out of a character generation system that will kill characters off part-way through can: blind luck.

      And note, again, I'm not saying you're wrong for liking the "gamist" approach (as much as I fucking hate that clunky neologism). I'm saying you're wrong for thinking that the "gamist" approach made for a good narrative here. You're not doing wrongfun. You're just factually incorrect about the narrative structure.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Pyrephox said in Eliminating social stats:

      @WTFE But here's the thing: you're not arguing that because one time the dice put an end to your story "prematurely" that rolling to determine success at a task is stupid.

      No, I'm not. I'm arguing, though, that adherence to mechanics can (and inevitably will) clash with satisfying (or even vaguely coherent) story. So there will come a time when the good writing will clash with game mechanics and one or the other must give.

      Don't get me wrong. I like dice. I like the unexpected twists you have to think and react your way out of when playing. (Hell, I like it in my non-RPGS. There's a reason why I like board wargames with dice (or some other randomizing element) more than I like Chess or Go most times.)

      There is no RPG system that doesn't have a rule 0, that I'm aware of. And rule 0 is, of course, "If the dice or the rules say something that makes no goddamned sense, or something that doesn't work for your group, then change it."

      Oh, you poor, innocent child. Do not follow this link for your own sanity's sake. 😄

      And if someone made a social action that made no goddamned sense, or would utterly ruin a reaasonable player's fun, then obviously that situation would need a GM's attention. That's just common sense. But that has no relevance to the day to day running of a system, and it's certainly not a reason to toss the whole thing down the toilet and decide you don't need rules at all.

      I would say, however, that if a given mechanic (or class of mechanics) has a long history of causing this kind of problem that perhaps said mechanism needs to be entirely retooled or, even, dumped.

      Again an example from history: Traveller, as originally published, (in)famously had the possibility of your character dying in character generation. This is utterly stupid and has been the source of many jokes at Traveller's (and its players') expense over the years. One of the earliest rules changes was based on common house rules that basically said "if you fail the survival roll you end character generation then and there half-way through your term without getting any term benefits" (like skills, money, or equipment). This was an improvement but it was still pretty fucking stupid. (My 20-year old character with literally no skills, no money, no equipment, and no lifespan after character generation is a case in point.)

      This useless mechanism of failing a survival roll was a terrible mechanism put in place because character generation in Traveller was itself pretty fucking stupid. It would have been (and was, in later editions!) better to just gut the character generation as it was and replace it with something that wasn't as stupid because it caused trouble far more often than was warranted.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Pyrephox And that is not a stance I will judge you negatively for. The point of my little story is that while yes, you can, often for even a long time, have both mechanics and good story-telling, there will come a point where they clash and you have to pick one or the other.

      In the case of that 2300AD campaign I happen to think the GM picked the wrong one, but that's an issue of taste. You obviously fall in the "let the story fall where the dice do" camp and that's fine too. But it doesn't change that the game mechanics can and often do clash with good stories.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Pyrephox said in Eliminating social stats:

      Putting it as a continuum suggests that you can't have or want both. I do. I value good writing, I value good mechanics. I value good story, I value good game. It's entirely possible to do both.

      It's possible where the two do not clash. At issue is how to react when, inevitably, the two clash.

      Let me use an extreme example by climbing into the Wayback Machine as we witness an actual event that happened to me. Many, many, many years ago there was a college professor who ran RPGs: started with D&D, switched to C&S (after I introduced him to it), switched for a while to Traveller:2300/2300AD, then switched to Rolemaster. He was in most circumstances not merely a good GM but a great one. His worlds lived and breathed. His NPCs were alive. He had one niggling little flaw, however, which was highlighted by how his 2300AD phase ended.

      In the 2300AD game he had us hitting a world that was under invasion as part of the Alberta Farming Cooperative relief mission. The system the world was in was contested and the place the relief supplies had to get to was under enemy watch. We had to penetrate their defences with the relief shuttle. It was a risk and we all understood the risk, both IC and OOC.

      Down went the shuttle, desperately evading the enemy missile fire.

      Oops. We failed. The shuttle gets hit. Fair enough, we knew this was a possibility. (Probability: ~20% cumulative over the die rolls that we had to make.) Time to bail out. This required a task roll of each of us, naturally.

      Oops. We failed to bail out. Every single motherfucking one of us. And the task wasn't even particularly difficult. By the odds, of the eight characters (!) six should have succeeded. But the dummy fucking dice decided to get obstinate that day and seven characters were just obliterated before they could even get to the bail-out pods and the eighth sustained injuries on crash-landing that killed her.

      And there we were. Sitting there facing a legit TPK. And this is where the prof's single flaw as a GM shone forth: he went by the rules. Period. The rules said everybody was dead, so everybody was dead. Characters we'd built up and invested in for almost eight months of twice-weekly gaming were gone in a flash. There was about six more weeks of gaming left before exams (and the end of this year's campaign) and we were expected to make eight new characters and continue the "story" with a complete, 100% break. Characters who had no IC investment in the relief mission because they didn't have the history that led to it were suddenly going to be our new avatars in the relief mission.

      It didn't work.

      The story that had been told up to that point, a story filled with intrigue, danger, nail-biting tension at points (there was one space battle that had us literally at the edge of our seats as we desperately evaded enemy forces that got within a hairsbreadth of finding our main convoy body) had its heart ripped out AND its spine broken by the dummy dice. The dice and mechanics clashed in a very big way with having a satisfying (even if tragic) narrative.

      And I maintain to this day that the GM reacted incorrectly to that happening; that by letting the mechanics win out over a satisfying narrative he left a bad taste in everybody's mouth (ironically including his own). Two players dropped out after that session, never to return. By the end of the term there were only three players left. At the beginning of the next term only one player (me) came back. The superior way to handle this would be at the very least to reroll the exit rolls so that some characters survived. Then that satisfying, dangerous, thrilling narrative could continue with the survivors mourning those lost even while they were struggling hundreds of kilometres behind enemy lines and trying to get to friendly (friendlier?) territory.

      This would be an extreme example of "roll-playing" fucking up "role-play" and the kind of thing that makes me leery of anybody who wants to stick to the game's mechanics at all costs.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Lithium That was the joke. I'm decaffeinated. Sorry.

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Auspice Needs To Move!

      @Misadventure said in Auspice Needs To Move!:

      I'd prefer to see it go better than Fiasco.

      Now Run a MU* Fisaco? Make it so.

      Yeah, but I'm teasing Auspice, so Fiasco it is!

      posted in Tastes Less Game'y
      WTFE
      WTFE
    • RE: Eliminating social stats

      @Lithium said in Eliminating social stats:

      Without bad things, there is no conflict, without conflict there is no drama, there is only bar RP and TS.

      I think this may be the very first time I've heard a call for MORE drama on a MU*...

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Eliminating social stats

      Given how poorly socialized MU*ers[1] are, social stats are kind of worthless. The players don't understand what's being simulated so, naturally, they will misapply any mechanics you supply. Short of somehow encapsulating all of psychology and sociology into a die-rolling mechanism any social stats are going to be a grotesque caricature of real human interaction. Just face the truth and ditch social mechanics entirely; let people play "social" scenes the way they imagine in their head that people interact.

      I mean, that's why there's no mechanics for sex in sane games, right?[2]

      [3]

      [1] Note: I am a MU*er.
      [2] This may be a joke. May.
      [3] Actually this whole response may be a joke. "Ha ha, only serious."

      posted in Mildly Constructive
      WTFE
      WTFE
    • RE: Auspice Needs To Move!

      We should design a Fiasco playset for Auspice's move.

      posted in Tastes Less Game'y
      WTFE
      WTFE
    • RE: Dead Celebrities: 2017 Edition

      @The-Tree-of-Woe said in Dead Celebrities: 2017 Edition:

      Preceded into death by his career, which he smothered to death on-air during the MDS telethon in 2007.

      I'm not sure if I've ever mentioned just how much I hate activists and their reality distortion fields.

      2006 Telethon: $61m
      2007 Telethon: $64m
      2008 Telethon: $65m <--- world economy melts down starting about here
      2009 Telethon: $60m
      2010 Telethon: $59m <--- last time Jerry Lewis hosts
      2011 Telethon: $61m
      2012 Telethon: $59m
      2013 Telethon: $60m
      2014 Telethon: $57m
      2015 Telethon: doesn't exist
      2016 Telethon: doesn't exist
      2017 Telethon: won't exist
      2018 Telethon: won't exist
      2019 Telethon: won't exist
      2020 Telethon: won't exist
      .
      .
      .

      Yeah, you can sure see the slump in the fortunes of the MDS Telethon until they kicked Lewis to the curb, followed by its meteoric rise without the Lewis albatross around their neck.

      Do I like what he did and said? No. Do I think he was right to do and say it? Not a fucking chance in Hell. Did it smother his career? Evidence indicates otherwise. He hosted three more telethons after the incident, telethons that made loads of money despite a world-wide economic catastrophe, and then--after he was shuffled at first aside, then off completely--the telethons went down into a death spiral until they were mercifully euthanized.

      The lesson to be taken from this? Only in social media land does one slur uttered in the heat of the moment get magnified into "ZOMG HE SO TOTALLY DESTROYED HIS CAREER FOREVERZ!" Sane people apparently recognized it for what it was: an unfortunate (and, I should stress, because I just know someone, somewhere is itching now to paint me as a homophobe, repugnant) slip; the kind that EVERY HUMAN BEING ALIVE has made in the past and will make again in the future when under stress.

      posted in Tastes Less Game'y
      WTFE
      WTFE
    • RE: Auspice Needs To Move!

      Auspice has died of apoplexy.

      posted in Tastes Less Game'y
      WTFE
      WTFE
    • RE: Auspice Needs To Move!

      @WildBaboons said in Auspice Needs To Move!:

      Auspice has died of dysentery.

      Aw. And I almost liked Auspice too. 😞

      posted in Tastes Less Game'y
      WTFE
      WTFE
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