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MU Peeves Thread
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@junipersky A friend of mine is part of a class action lawsuit with a former employer over usage of personal property for MFA.
We’ll see how it goes. Frankly, I don’t want work functionality on my personal device ever but I feel like modern workplaces let that trojan horse in a long time ago.
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@Testament I customize laboratory information systems, and one of our clients has it so that we need 2FA constantly, even though we’re on their VPN. It is insanity inducing. Go to test code, pause to do authentication, crash from minor error, repeat.
@SpaceKhomeini Yeah, it’s bold of them to assume I can fit another 2FA application on my aging personal device.
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That I am super curious about how it will go! I get the need for two factor, but I hate the inconvenience.
We aren’t locked down as tight as other places are. I was recently in a training with a teacher out east who couldn’t even share/accept a share for a Google doc outside her organization.
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@junipersky If you’re looking for cute teacher dresses with pockets (or just nerd clothing in general), check out https://svahausa.com/. They give teacher discounts and their pockets are (usually) pretty decent, though some styles have nicer pockets than others.
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Common peeve but I kinda wish there was a paradigm shift and live scenes stopped being such a focus on most games. I just can’t do three hour blocks anymore, for a lot of reasons, and it’s hard not to feel like I’m somehow being rude when people ask for them on channels and I can’t jump in.
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@Wizz Meanwhile a peeve of mine is how widespread asynch games are, and that I really don’t have the brainspace or capability of doing them well, or the ability for that kind of long-term focus on one scene.
I think it just is going to come down to different places offering different scenes, and that’s okay.
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Which games are primarily asynch?
Or did you mean like, play by post forums and that kind of thing?
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@Wizz said in MU Peeves Thread:
Common peeve but I kinda wish there was a paradigm shift and live scenes stopped being such a focus on most games. I just can’t do three hour blocks anymore, for a lot of reasons, and it’s hard not to feel like I’m somehow being rude when people ask for them on channels and I can’t jump in.
Shit, I wish I had the free time to do three hours of uninterrupted RP.
I think this shift from live RP to async RP has been largely caused by the fact that it’s just more convenient. Because suddenly, we all got fucking old.
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@Wizz said in MU Peeves Thread:
Which games are primarily asynch?
Or did you mean like, play by post forums and that kind of thing?
I think she means that a majority of scenes on, primarily Ares, games tend to be asynch or long-running and slow-paced, pose-wise.
But like @Testament said, I think this is just a product of the majority of the people partaking in the hobby just being older and having less access to large chunks of time (and less energy or drive during those).
I’m much better at keeping a consistent (not lately, because RL moving and whatnot, but) slow pace and running four or five plot scenes at a time over the course of a week or two, than I am capable of running the same amount of scenes one at a time live.
Nevermind that async aleviates a lot of the headache when it comes to scheduling.
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@Coin My current mush project that I’m working on is kind of taking the idea of blending tabletop groups with a main storyline for a small group of players (as in between 8 to 12 players) which is done live and then the players can do whatever between those events.
So like, one weekly or bi-weekly event that pushes the game narrative and then players can do whatever in between those sessions.
Granted, I think this is only something that can be done pointedly on smaller size. But it’s the current format I plan on experimenting more with. And this was done solely as a way to try and find some kind of middle ground. If it works, well, we’ll see I guess.
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@Testament said in MU Peeves Thread:
@Coin My current mush project that I’m working on is kind of taking the idea of blending tabletop groups with a main storyline for a small group of players (as in between 8 to 12 players) which is done live and then the players can do whatever between those events.
So like, one weekly or bi-weekly event that pushes the game narrative and then players can do whatever in between those sessions.
Granted, I think this is only something that can be done pointedly on smaller size. But it’s the current format I plan on experimenting more with. And this was done solely as a way to try and find some kind of middle ground. If it works, well, we’ll see I guess.
The problem I’ve found with tabletop-style games among MUers (especially with a text medium) is that they lose interest and a lack of a bigger world around them with more players to interact with more consistently makes it hard for them to keep motivation. But I hope you can tackle that hurdle successfully!
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@Coin said in MU Peeves Thread:
a majority of scenes on, primarily Ares, games tend to be asynch or long-running and slow-paced, pose-wise.
This depends on the game.
18/30 recent scenes on Zombies wrapped in “real-time.” Looks like Shattered has an even higher ratio. Keys and Network tilt the other direction and have more async than traditional scenes.
Different games, different philosophies.
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@Coin I also think smaller games are going to be more a trend we’re going to see. Especially as the larger mushing playerbase continues to age.
Speaking from my own experience anyways, I’ve found it’s been better for my patience and the ability to get involved if there’s an active GM not having to wrangle 40, 50, 60 players.
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Definitely agree with this. I think it is more an issue of games than servers. Different game cultures skew in different ways. I do think that Ares has enabled the asynch crew and made it easier for them, but I don’t think that using Ares necessarily leads to that.
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@Wizz As others have said, it tends to be a thing in the Ares games I’ve tried. And again, it’s fine! Just means those ones probably aren’t ones I can commit to, even as much as I love the premises, because they don’t work for my brain.
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@Tez said in MU Peeves Thread:
Definitely agree with this. I think it is more an issue of games than servers. Different game cultures skew in different ways.
This has been my experience as well, though as Ares gets ‘older’ (was looking at my BSU logs from 2017 and thinking about how that was like 6 years ago at this point, oh time) I feel like games have to do more expectation management about this with players and I’m not sure what the best way to do that is. Beyond clearly stating whether real-time or async play is the norm/what’s done by GMs in staff scenes, but it takes a while to internalize that even if people read it.
I’m sorta curious if other codebases like Evennia will adopt ways to do something resembling async (I know Arx has flashbacks but in my experience they never worked super well and were definitely never a focus), but it’s possible RPers who want that experience are more apt to drift to Discord or journal games if they can’t find what they want in an Ares box.
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@Third-Eye said in MU Peeves Thread:
2017 and thinking about how that was like 6 years ago at this point, oh time
THIS IS NOW MY PEEVE THANK YOU
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@Selira said in MU Peeves Thread:
@Wizz Meanwhile a peeve of mine is how widespread asynch games are, and that I really don’t have the brainspace or capability of doing them well, or the ability for that kind of long-term focus on one scene.
I’m the same way. I know the best solution is to have a balance of games focused on different styles, but I do still get a little twinge when folks talk about async saving the hobby re: folks getting older, because if async takes over the hobby, I’ll pretty much be out.
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Real-time scenes that are easy to pause and then pick up again is where it’s at
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I just can’t maintain an interest in async scenes but I also don’t really have a life that allows time for real-time so that’s really why I have not played a game in five years.