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  • RE: AI Megathread

    @Roz There’s also the case where someone might have set up a robots.txt file to reject the robots, but it would still be visible to people. I have done that, for example. You wouldn’t necessarily know if it can be scraped or not.

    I’d personally have some real reservations introducing someone else’s writing to the great chatbot in the sky.

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem I suppose the robots are out there scraping the mines regardless. I’m glad you seem to recognize that as a boundary for people though. I think that would be a particular hot spot for many people in the RP world.

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem Do you share their writing with it as well, for example sharing the scene in progress?

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem Do you tell your RP partners you are using AI?

    posted in No Escape from Reality
  • RE: Profile Edit

    @SirKay @Ashkuri Sorry for the delay and thanks to @Trashcan. Give it a try now.

    posted in Comments & Feedback
  • RE: Profile Edit

    @Trashcan Just FYI, I’m taking a look at this. The console is having issues so I’ll give it a bit. TY for finding a potential solution.

    posted in Comments & Feedback
  • RE: Pretty Princess Simulator

    @Ominous Be careful about crowdsourcing too much - people have a way of killing enthusiasm for new games and new ideas because they tend to focus on all the ways it WON’T work. It can be hugely discouraging, but it’s just the nature of the kind of critique you’re going to get in this format.

    Solicit ideas by all means, but one of the strongest markers of a successful game, I’ve found, is the passion of the creator and their willingness to put in the work to build enthusiasm of actual players. Decide the game YOU want to run, the game that’s worth it to you to do the work on, bring on a small group of people whose vision strongly aligns with yours, and go for it.

    posted in Helping Hands
  • RE: The 3-Month Players

    I would argue that games need “stakes” for investment, and a game that doesn’t have a way to keep tension and suspense is at risk for stagnation.

    However, character death and the risk thereof is only one kind of stake. One that will appeal to a specific subset of the gaming population but not everyone. More, I suspect it’s a stake that has fallen out of style for a reason. What was appealing when the playerbase was largely teen and twenties students who could be on a lot, at weird hours, and whip up three characters like they were nothing may not have the same appeal to 40+ players who are trying to fit in a couple of hours for a scene a couple of times a week between a full time job, full time family, and other friends and hobbies. For a lot more of us, “I could die at any moment” is just less of an enticement at this stage. Maybe because we’re starting to worry about that in our real life!

    But I definitely recommend that anyone who thinks there still IS an audience for the hardcore PvP-style of MU* go ahead and make one! More games are good, and having choice helps keep people engaged. Going back to the idea of the three-month player, I think having a wide variety of games in different genres (and subgenres) helps keep the overwhelming surge of people desperate for SOME game down a bit.

    posted in Game Gab
  • RE: Pretty Princess Simulator

    Nothing will reduce the spice level of scenes except one player or the other saying “no” – and, honestly, it should probably be outright policy for staff playing the CO not to TS any PCs.

    I like the idea of transparency, but I’d suggest doing updates on a more regular basis than just the end of the season. It doesn’t have to be logs, it could be “court gossip” posts that summarize some IC events that are pushing the needle in one way or the other:

    • At Lady Corkscrew’s musicale, the accomplished Lady Tandoori’s ode dedicated to Crown Prince’s triumphant hunt of the Blue Six-Legged Dire Cat clearly pleased the Prince and he was later seen inviting Lady Tandoori to join him in his private box at the Opera.

    • Society is awash with delicious scandal as Lady Hippityhoppity is noted to have caused great offense when she wore the same dress as the Empress…and some whisper that she wore it better. The Crown Prince shunned her entirely in the dancing, proving his filial piety but dealing a blow to Hippityhoppity’s chances to capture his heart.

    Maybe once a month or something. So people have a good idea what’s happening and why, and can also intuit some of the Prince(ss)'s preferences and pain points based on what s/he’s seen as shunning or embracing.

    posted in Helping Hands
  • RE: Pretty Princess Simulator

    I actually love the first idea for a political romance game, especially if the Crown Prince(ss) remains played by staff and is flighty as fuck.

    As for a game I myself would love? The parliamentarian or conclave game would be my jam. I acknowledge that they would be more difficult - I designed a political game that had parliamentary shenanigans as a big part of its theme, and it’s tough to hash out the methods of influence and getting bills passed that would materially improve your lands/family status (or hurt others). It allows you to bring in more than hereditary nobility, though - guilds, mercenary groups, etc. could all have formal positions (or informal pressures they could bring to bear).

    Would the typical MU* player GO for a serious political parliament game? Maybe not. But I can dream.

    posted in Helping Hands

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