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  • RE: Numetal/Retromux

    If you are part of the IT Crowd for Werewolf or Vampire
    (coughcough a ST for one sphere but playing in another sphere coughcough), this is a GREAT game.

    If not, may the odds (of being noticed by STs/players/etc) be ever in your favor.

    This game had potential after jujube/inuki/pikachu/etc left but still has that the feeling of, if you’re not part of the ST crowd, don’t bother. 🤷

    ETA: I will say the game is better without the toxic former headstaff but still has the clique energy. Do with that what you will.

    posted in Rough and Rowdy
  • RE: Scenes within Scenes

    i am a FAN of the traditional places/tabletalk system; i have been at countless big event scenes that would have felt entirely unmanageable without them.

    @Juniper said in Scenes within Scenes:

    But if a scene is so busy that you need to split it up, just do that? Move to a different room. Take your friends onto the balcony. Actually commit to moving far enough away to experience some quiet. Don’t just move to a table and listen to everything anyway.

    the situations where i have most often used tabletalk/places code, that’s just not viable due to the nature of the scene. it would generally be at a large event of some kind where there’s specific need or reason to stay in the main room for the events going on.

    @Roadspike said in Scenes within Scenes:

    I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.

    that reasoning has honestly never occurred to me. for me, places/tt has always been about making large scenes more manageable by reducing the overall spam levels.

    posted in Game Gab
  • RE: Scenes within Scenes

    I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.

    I’ve used the Ares places code in large combat scenes to highlight what area of the battlefield players are posing from, but since as a GM, I can’t pose to a specific place without changing places regularly, my GM poses don’t have a places tag. That’s okay, but it loses some of what’s useful about the Ares places code: highlighting what’s happening near your character.

    posted in Game Gab
  • RE: Scenes within Scenes

    The only times I found places remotely useful were in very, very large scenes – typically big sphere meetings, where you could organize talk to just your specific group of players you wanted to play with. However, that always made those big scenes feel like “this meeting could have been an email” occasions since no one is really engaging with the meeting in any meaningful way.

    I’m with @Juniper in that it doesn’t make a lot of narrative sense to have a place where I’m functionally unable to be heard. That seems like it should just be another room.

    posted in Game Gab
  • RE: Scenes within Scenes

    I don’t like them. There’s no real reason RP should be invisible to the room simply because it occurred at a table, and it ends up being used so people can have their secret conversation while also being able to see everything else that happened in the room.

    It’s a hugely requested feature on games that don’t have it. But if a scene is so busy that you need to split it up, just do that? Move to a different room. Take your friends onto the balcony. Actually commit to moving far enough away to experience some quiet. Don’t just move to a table and listen to everything anyway.

    posted in Game Gab
  • RE: Scenes within Scenes

    I never found places useful. It doesn’t add anything to the scene. It always sort of seemed like in games with places code, it was just the place to go to talk shit privately in a public event or finger each other or something lol.

    In Ares, I really find places to be distracting and I haven’t seen it used in any meaningful way.

    posted in Game Gab
  • RE: Scenes within Scenes

    Back on FORT BLOODSHED (of ‘staff sent wild animals to ruin my canoodling’ fame) table talk was routed to a channel staff could see, and the staff characters would show up and accost you if you were saying something they didn’t like. That was about 10,000 years ago and I’m still wary of table talk.

    But more genuinely, I think there’s pros and cons. It allows a smaller conversation during a giant scene, but rare are the games these days in which such giant scenes still occur. It can create some drama when you get left out of a tabletalk or someone poses to the room “Wow look at Ashkuri he is such an expired salami lol lmao” and then goes “oh sorry that was meant for my table!”

    I think for Ares games, whose logging features do not mesh well with tabletalk as it was known in other formats, the “side scene” is better: spinning up another scene where you and your friend(s) have that small conversation from the party in the smaller group.

    posted in Game Gab
  • RE: Scenes within Scenes

    @Yam I like them when there is a scene going on that it is my IC role to watch. Watching by itself is boring but kibbitzing privately with people at the same table as me is fun. It is a pain in the ass to log though.

    I don’t find it very useful when all it does is put stuff at the beginning of a pose, though. I get why it exists but my brain is inherently cluttered so it doesn’t work well for me.

    posted in Game Gab
  • RE: Scenes within Scenes

    I think they work for some people, but I myself honestly forget they’re in the game, even when I sit my character at a place.

    So for me it’s:

    an older man is wearing a red vest that says the outlaws on it

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @hellfrog It seemed like a broader issue, like there’s something fundamental about async scenes as a whole vs a few people who don’t respect their time, though? Like I read that as saying “async scenes usually aren’t about people who need it due to timezone or availability conflicts anymore” and it seems really odd to say “async scenes usually are about people who don’t respect my time or have any interest/engagement in what I’m playing”.

    But I’ll admit my reading comprehension could use some work.

    posted in Game Gab