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    FaradayF Online
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    Faraday

    @Faraday

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    • RE: Historical Games Round 75

      @GF said in New Concept:

      if you can’t suspend your disbelief for less prejudice but can for God being a space squid who hates you, then maybe sit with that and really think about it.

      If it’s a fictional setting? I absolutely can suspend my disbelief for that. But history is established. Someone (sorry can’t find the quote) mentioned “it’s just the 1920s but without discrimination.”

      I don’t know what that means.

      I’m not being snarky. I hate discrimination with a burning passion in RL, and I fully respect someone not wanting to deal with that in their pretendy funtimes.

      The problem is that discrimination is so deeply baked into societal systems that it’s just not as simple to me as snapping your fingers and saying it doesn’t exist.

      Everyone always points to Wild West settings and says: “If you can imagine a world where the PCs don’t die of dysentery, why can’t you imagine a world without discrimination?”

      Easy. You’re not pretending dysentery doesn’t exist, you’re just saying the PCs are lucky enough to not contract it, or to contract it and survive – both of which actually happened.

      “A world without discrimination” is just not the same thing. How did it get that way? Let’s start from that Wild West setting…if racism isn’t a thing, then logically slavery wouldn’t have been. There wouldn’t have been a Civil War (or it would have gone very differently). Heck, the entire economic basis of the south would probably be dramatically different. Oh and would America even exist at all if not for the genocide against the native peoples? How far back do we go with this?

      If you want to do alt-history, that’s cool. That’s what Savage Skies did. They picked a divergence point (something about “when dragons appeared” IIRC) and then wrote the history from that point forward to explain why their imaginary world is different from our real world. It’s a bunch more work, but it addresses the issue cleanly.

      Less clean is “racism exists but we don’t want stories about it here” because of systemic discrimination. What about the laws of the land? What about PCs who have discrimination in their backstories? It gets thorny.

      I’m not telling people how they should RP. I just wish people would stop ascribing evil motivations to those of us who just have a hard time imagining a historical setting as an egalitarian utopia.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Wyrdhold Discusion

      @helvetica said in Wyrdhold Discusion:

      @Serafine Logs are publicly available, their placement on the site just isn’t in a very obvious location.

      I think their custom portal has a bug actually, because the “Recent” view on scene logs was initially blank for me. Once I switched it to “all” and back to “recent” it behaved itself. That might lead one to honestly believe there were no public logs.

      But it’s oh-so-pretty. Seriously. Kudos for the aesthetics.

      @Roz said in Wyrdhold Discusion:

      @Serafine said in Wyrdhold Discusion:

      True to its name, I’ve seen nothing but war and strife from ARES.

      I mean, Ares is just a codebase, it doesn’t really have any influence on whether or not there’s drama on a MU*.

      Whatever do you mean? I’m quite certain it’s the first and only MU codebase to ever see drama. I designed it special that way. 🤣

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Los Angeles 2043: A Blade Runner MUSH - Discussion

      @tsar said in Los Angeles 2043: A Blade Runner MUSH - Discussion:

      Man, thank you. Because this vague insinuation that Director bailed and crushed all these people’s hopes and dreams of stories really started to get my blood pressure up. He’s a really cool dude, who is engaging, funny, and a great time.

      I don’t know Director from Adam, but even if they did completely bail, so what?

      Staff are volunteers, and players are not entitled to anything from them that they are unwilling to give.

      If they open a game and close it the very next day because some horrible experience caused them to reconsider the whole thing? That’s their prerogative. If they open a game and close it the very next week because RL got too hard? That’s their business.

      Yes, it’s disappointing when games close. But guess what - even running YOUR OWN GAME doesn’t mean you’ll get a chance to finish the stories you imagined telling. Enjoy it while it lasts.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: But Why

      @De-Villefort said in But Why:

      I’ve been thinking about it and maybe I’m just mad because the Lords and Ladies type games are glorifying some of the worst kinds of people to have ever existed on the face of the earth.

      There have been Star Wars MUs where people play members/supporters of the literal fascist Empire; Wild West games where people play racists, outlaws, and robber barons; supernatural games where people play vampires and werewolves; and modern-day games where, indeed, people play super-rich elites.

      This fixation that fantasy settings are bad and other genres are good seems weirdly out of step with what people actually do in those other settings.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Staff Capacity

      People point to the staff tools and FS3 design in Ares as like: “This enables folks to run games with fewer staff,” and while that’s true, it’s backwards. Ares and FS3 were designed the way they are because games, including my own, were having trouble finding and keeping staff.

      I personally experienced too many cases of staff blowups or abandonment through the years, some of which harmed relationships with friends. So for the last decade or so, I run games myself. That means not only do I need tools to support that (see: Ares and FS3), I need game design to support that. So generally I stick to single-sphere, PVE, narrowly-focused games. ETA: Also with de-centralized storytelling like @L-B-Heuschkel described.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Pax Republica - Discussion

      @doodletilidie Be aware that if you allow players under 18 you’re subjecting yourself to the COPAA laws. Additionally, you may be opening yourself up to liability if you allow R-rated content on a wiki that is geared towards 13-year-olds (per your NSFW policy) or by allowing mature RP at all without the players involved having any means to verify the age of the people they’re playing with. Big can of worms. Don’t recommend.

      ETA: COPAA is specifically for under-13 but other regional laws may still apply for under-18s, especially European players. Still don’t recommend.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Song of Avaria

      @Kestrel That’s very interesting. I only skimmed the thread, so maybe I missed something, but I wouldn’t consider their attitude “disdain” so much as a different emphasis.

      We want people to be able to emote with each other while focusing on one thing at a time, not doing that awkward thing that plagues MUSHes where you end up addressing five people in a single emote and having five conversations at the same time.
      …
      What we’re trying to do here is provide an immersive atmosphere for a playstyle that resembles improv acting more than collaborative writing. It’s difficult and jarring to immersion when these two styles clash.

      Much as I enjoy MU RP, they’ve got a valid point, don’t they? I’ve literally had 1-on-1 MU scenes where there are three different conversation threads going simultaneously between the same two characters. Traditional MU paragraph style resembles neither organic character interaction nor normal creative writing.

      TGG, for instance, had shorter poses during action scenes by the necessity of the code. Storytelling still occurred within those constraints.

      Like they said, these are styles. Neither intrinsically better or worse than the other, but each having pros and cons. At least they’re up front about it and setting expectations about what they’re going for.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: AI PBs

      @RedRocket said in AI PBs:

      Everything the a.i. makes is entirely original.

      GenAI makes nothing original. Every single thing it does is algorithmically based on the work it’s been trained on. Without that trained work, they’ve got no product.

      That trained work was used without the permission of the creators. That is the crux of the lawsuits, and while the results have been mixed so far, I believe ultimately the creators will prevail in some form or another (probably a watered-down global licensing pool, but it’s at least something). I believe this because one of the cornerstones of the fair use doctrine is that the transformative work does not replace or compete with the original. That is demonstrably not the case here. This has been theft and plagiarism on a scale that would make Napster blush.

      ETA: The Getty and Disney lawsuits are probably the strongest, as they show pretty compelling evidence that their artwork/photos are baked into these GenAI tools to such a degree that it can faithfully reproduce them when prompted. It’s not just stylistic inspiration.

      @RedRocket said in AI PBs:

      The training process teaches it to draw in the same way humans learn to do art…

      GenAI does not learn in the same way a human does. It’s a false equivalence. People keep wanting to anthropomorphize these things like they’re actually intelligent, but they’re not. They’re fancy word- and image-predicting algorithms. Autocomplete on steroids. They do not fundamentally understand the world the way a human does. They have no actual creativity, insight, or originality. They match patterns and generate similar ones. They do it really well, which is why the tools work, but that is not the way humans think or learn.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: D&D Licensing Agreement

      @Pyrephox said in D&D Licensing Agreement:

      I don’t begrudge Hasbro making money off of D&D. There’s a lot of the merchandising and expansion of the IP that I love. I know it’s only there because it’s profitable, but as long as it’s fun, it’s good. However, I don’t like the way this thing has been played…

      That’s where I land. D&D is their product and they’re entitled to stop letting other people make money off it without getting a cut. But their terms are utterly ridiculous.

      It would be like me saying that not only was AresMUSH no longer free, but if you use it you have to send me all your game’s wiki/css/etc. that I can use for whatever I want without paying you a cent. That’s just absurd.

      posted in Other Games
      FaradayF
      Faraday
    • RE: IC Consequences and OOC Acceptance

      Some players will roll with things - I love that. But I’ve had some players quit over what I considered natural (non character-ending) consequences of their PCs’ actions, and others throw gigantic fits over the smallest of setbacks.

      PC death is my personal hot-button because it ends the story and makes you start over from scratch. That’s not fun for me, so I don’t play (or run) games like that.

      @SpaceKhomeini said in IC Consequences and OOC Acceptance:

      I usually operate under the assumption that the character I’m helming is largely an idiot and does idiot things that will result in idiotic self-owns.

      Sometimes I forget that I haven’t communicated this loudly enough with everyone around me and they get kind of cagey when I do stupid shit IC.

      The fact that this needs to be communicated at all is kind of emblematic of the core issue. Most players in my experience don’t want their character to come off looking bad (in their opinion) because they think it makes them look bad. There’s such an over-investment in IC success, glory, and coolness that if someone is actively trying to embrace natural consequences or have their character do something stupid, it’s looked upon with suspicion or disdain.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Children NPCs, yay or nay?

      @Kestrel said:

      But that rarely seems to how child NPCs are used by players. It usually seems to be some sort of house-RP wish-fulfilment fantasy and I really don’t like being a part of that

      Interesting. That does all sound pretty annoying, but that hasn’t been my personal experience. I wonder if it just comes down to the types of games or specific players or something. When I’ve seen child NPCs used, it’s usually been for a specific plot point. When I’ve done it, either been for that or just because my character happened to be a parent. Almost all of the times were after I myself was already a parent, so there definitely wasn’t any wish-fulfillment going on. It was just exploring an aspect of the character that seemed interesting to me at the time.

      I remember one amusing scene where @Roadspike’s Viper pilot was getting grilled by my character’s NPC kid. That would certainly become tiresome if it happened all the time (for me to play as well as for everyone else to deal with), but the kid was largely off-camera with his grandparents. As occasional flavor, I think he brought a bit of levity to scenes, while also highlighting who the PCs were fighting for. It also added depth to that character, who was struggling to balance being a single mother in a war.

      YMMV of course but that’s just my experience.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Children NPCs, yay or nay?

      I have often used children NPCs, same as any other kind of NPCs. A world full of stories where children don’t exist would be kind of weird. Of course you probably want to have some policies about how they may appear. This would depend on the game and its tone/rating, but perhaps something like “no child vampires” to “I don’t care if it’s the apocalypse, don’t harm children on-camera on my game”.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: 8/4 Upgrades

      @Tez said:

      Check to see if you can block banned people now pls.

      Yay, thanks. And the menu too!

      posted in Comments & Feedback
      FaradayF
      Faraday
    • RE: 8/4 Upgrades

      @Pavel said:

      One can still block people, thankfully.

      How? I do not see a BLOCK button on either the post or on their profile.

      ETA: I think if they’re banned the block button doesn’t show up. I don’t see it on troll’s profile menu, but I do see it on other peoples’.

      posted in Comments & Feedback
      FaradayF
      Faraday
    • RE: 8/4 Upgrades

      @tez Didn’t there used to be a button to hide all posts from a particular user? I was looking for it for the recent troll and I can’t find it now. (maybe I’m remembering this from another forum though and it was never here…)

      posted in Comments & Feedback
      FaradayF
      Faraday
    • RE: 8/4 Upgrades

      @dvoraen said:

      I CAN’T EDIT MY OWN POSTS (SCREECH)

      That’s been that way for awhile for me. I found a workaround by shrinking the browser width. It moves things around enough that the edit button becomes clickable. If it can be fixed for real, that would be wonderful.

      posted in Comments & Feedback
      FaradayF
      Faraday
    • RE: Filtering player temperament through game design

      @Kestrel said:

      I don’t think that liking PvP in a creative writing game is necessarily about being competitive.

      It doesn’t have to be, but for a great many people it is.

      Couple that with the extreme amounts of OOC bleed in this community and you get a very explosive brew.

      Does that mean those people are bad players, or that PVE players are in some way superior? No.

      But it does mean that, for me, allowing PVP in an open game with Internet Strangers is just not worth the headaches.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Street Fighter Character Creation Question

      @Raistlin Ideal UX would probably be a client-side filter, so you could choose the cluttered (all maneuvers) or uncluttered (only available maneuvers) view.

      I have fond memories of that game - until a few of our game group found the combo of maneuvers that always won.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Mu* and history and time

      @Pavel I am amused beyond words that you made that your signature. 😆

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Mu* and history and time

      @MisterBoring said:

      I can also confirm from a few AOL CDs I kept for my collection that AOL had an unlimited plan as well that was $20 a month.

      Yeah, that came later though as competition heated up between the dial-up providers. The original AOL was a monthly fee with a few “free” hours and then an hourly rate on top of that. Reference

      posted in Game Gab
      FaradayF
      Faraday