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    Recent Best Controversial
    • RE: Numetal/Retromux

      @Artifact said in Numetal/Retromux:

      There is no one on this forum who isn’t jaded enough to see right through your unmitigated bullshit.

      I take people at their word, particularly when they explain their motivations. The original post is a little convoluted in its wording, but it does support his explanation. It could still be a lie, but I’m able to follow the logic.

      The correct solution would be as @MisterBoring said, to post the username that sent the message. If it was on Discord, the name will be present on the block or ignore list.

      posted in Rough and Rowdy
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      @Faraday said in Non-toxic PvP:

      @Roadspike said in Non-toxic PvP:

      The pacifist is a player archetype who will join a moderate or high conflict group, then do as much as they can for their faction without engaging in the central conflict.

      This is what I’m reacting to.

      But you cropped out half the definition. It doesn’t make sense without the second half:

      Then, when they get backed into a position where they’re called upon to resolve a conflict by fighting it out, they’ll agree to the fight but refuse to fight back, letting the opposing side win, in order to give the other players the most unsatisfying resolution possible.

      There have been plenty of pacifists in SH that don’t act as the proverbial rock in the shoe. They don’t stand in the way of scenes, they don’t unnecessarily prolong assured victories, and they don’t make the resolutions agonizing.

      By removing the second half of the definition, you’re missing the core problem of the player archetype I was describing.

      I’ll digress, though. We’ve discussed this example thoroughly.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      There’s social conflicts, espionage, vandalism, and more on SH. But just because something is IC doesn’t mean it’s automatically fun. Here are three examples of when a PP became too much effort to allow them to continue playing.

      One PP was secretly exploiting code to stalk other players in order to show up immediately where the RP was happening in order to get in the way. I’ve since patched those exploits.

      Another PP had been given a no-contact request from a number of characters who were tired of their shenanigans. (A no-contact request is a last resort when two people’s RP styles are untenable with each other. It means no direct RP, no plotting against each other, and to keep interactions minimal in public events.) The PP then sent their friends to get in on the scenes on the PP’s behalf, then report back so the PP could influence things nearby (e.g. vandalism) in an “I’m not touching you” plausible deniability manner, giving the people on the no-contact list zero recourse to react.

      A third PP was asked to tone down the snark. When the snark was not toned down, we said to stop the snark entirely. This resulted in the PP repeatedly saying IC something along the lines of, “I have no opinion I can voice on this matter,” as a way of getting around the snark ban.

      In all three examples, their goal isn’t to provide fun conflict, it’s to wear down the other players by getting in the way as often as possible, while also denying any satisfying resolution. They typically don’t care about the win or the loss in the plot, because they score a win simply by disrupting the scene and forcing everyone to deal with their antics.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      @bear_necessities said in Non-toxic PvP:

      The fact that PP stood there and took it, and then snarked about it afterward, is IC.

      And the 3rd and 4th time PP stands in the way and says, “Let’s just get this over with,” and continues with the snark? Snarking over 20 times a week, often in pose after pose.

      I think that’s what was missing from my explanation. PP does this with great frequency. It isn’t just a one-time thing. It’s a pattern of PP’s daily activities consisting of standing in the way and snarking. If your character wants to do something that PP opposes, your choices are to either give up and walk away from the conflict, or fight and give PP more snark ammunition.

      It wears MH’s player down, as well as a decent portion of the playerbase, to witness that act day after day.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      @Faraday said in Non-toxic PvP:

      That’s assuming the flak MH is getting is IC and not OOC. Like it’s fine for PP to ICly grumble about getting beaten up at the danger pit, but they can’t OOCly go around trashing MH’s player for playing in-theme.

      In this scenario, PP isn’t grumbling, PP is purposefully taking a loss at the danger pit in order to be able to bring it up IC whenever MH says anything. Not only was the conflict void of excitement, but PP now uses it as ammunition to ICly derail anything MH tries to talk about afterwards.

      @howyadoin said in Non-toxic PvP:

      Being threatening over petty slights to brand newbies who haven’t even joined a faction yet also happens and is treated IC and all part of the story and we work through it.

      Please DM me with what this is about. Conflict should be fun for everyone involved. I’ll look into it.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      For clarification, here’s a re-enactment of the Problematic Pacifist. Assume that the Problematic Pacifist has much higher stats than the MacGuffin Holder, making it so the MacGuffin Holder can’t get around the Problematic Pacifist without engaging in combat.


      MacGuffin Holder: It’s time for me to bring the MacGuffin to the danger pit.

      Problematic Pacifist: That’s a bad idea. You should take it to the safety pit where my faction wants it to be.

      MH: I’ve been vocal about my plans to do this for the past week.

      PP: And my protests have gone ignored.

      MH: If you have a problem with it, meet me at the danger pit and try to take it from me.

      PP: I’ll meet you there, but I won’t fight you.

      MH: I’m not giving it up without a fight.

      PP: Too late, I’m already here and standing in your way.

      MH: Move.

      PP: No.

      MH: sighs, attacks

      PP: Now you can all see how much of a bloodthirsty villain MH is!

      MH: (Having to fight a rival who isn’t fighting back just so you can use it against my character isn’t fun.)

      PP: (I’m sorry but I’m just playing my character.)

      MH: keeps going just to get this plot point resolved

      PP: gets KOed, recovers later

      MH: The deed is done. The MacGuffin has exploded.

      PP: Sure, you feel proud now, but how many innocent people who weren’t fighting back did you enjoy stabbing at the danger pit?

      MH: goes to Storytellers to get this behavior to stop


      In this way, the Problematic Pacifist is able to weaponize their pacifism against their rivals and generally bring the mood of the game down by holding those forced situations against the person who attacked them.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      @Kestrel said in Non-toxic PvP:

      1. Ordinarily, character death requires consent. Your character can get into serious fights and someone can even try to assassinate them in theory, but the setting’s magic prevents them from falling into the red without prior staff discussion/approval from both parties.

      I think this should be the standard. Non-consensual character death is the least fun and most toxic outcome.

      1. Players can permanently toggle a setting that makes their characters killable when they roll in; the flag is publicly visible and is intended as an “I’m up for anything do your worst” signal. In exchange they enjoy slightly accelerated XP gains (think in the realm of 10%), but obviously it means staff won’t rescue them from open PK unless there’s a very obvious/overt sign of OOC-motivated abuse.

      I think that’s a setting I’d only be comfortable turning on some months in to my character when I feel like I’ve played out their story completely. I also think it should only be allowable by other characters who have also turned the flag on, for fairness. Turning it on during character creation sounds like a recipe for toxic players to be predators.

      Early on in Silent Heaven’s development, I played with the concept of allowing only specific characters to kill your character. Ultimately, I scrapped it and decided that character death can only happen in dangerous zones that are only accessible through Storyteller involvement.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Non-toxic PvP

      People have brought up plenty of great points. Here are a couple others.

      Make factions that have a pre-defined level of conflict, along with the types of conflict they’ll most likely engage in, and alliances they may have. Some examples…

      • The jungle faction is a high-conflict combat group.
      • The journalist faction is a moderate-conflict social group.
      • The spy faction is a moderate-to-high conflict espionage group who is enemies with the jungle faction but allies with the journalist faction.
      • The enforcer faction is a moderate-to-high conflict social/combat combination group that tries to keep the peace between the jungle and enforcer factions.
      • The cafe faction is a little-to-no conflict social group with an alliance with the enforcer group that they can call on whenever there’s a problem.

      Another thing that you need to have zero tolerance for is what I’ll call the pacifist. The pacifist is a player archetype who will join a moderate or high conflict group, then do as much as they can for their faction without engaging in the central conflict. Then, when they get backed into a position where they’re called upon to resolve a conflict by fighting it out, they’ll agree to the fight but refuse to fight back, letting the opposing side win, in order to give the other players the most unsatisfying resolution possible. The two most notable offenders on Silent Heaven had to be removed from the game for their un-collaborative behavior.

      Lastly, if someone is bringing down the mood of the game but isn’t violating any specific policy, you can still ask them to take a break from the game. Sometimes someone’s just not a good fit, and it’s best to wish them the best finding a game that’s right for them.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Tales of Zalanthas

      What surprises me is that they say they use AI in their code development process, and their code is over 120,000 lines. As a direct comparison, the code for Silent Heaven is only 44,625 lines, including comments. Both projects use Evennia. Something feels off, like their AI character that has a hand coming out of its leg as it rides a hotdog that has a second skin.

      I’m not calling them out or anything. It just doesn’t line up with my experience.

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

      @bear_necessities said in RP Safari - Pacing Styles:

      @Jumpscare said in RP Safari - Pacing Styles:

      Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

      Was that the one on AOL along with Modeus Operandi that went pay-to-play? Modeus Operandi was my first game, I miss it 😞

      I’m afraid I don’t know. A few years ago, a friend who is into MUDs told me to check it out for inspiration. It was so very strange and not in a fun way, haha.

      Imagine you’re sitting down to dinner at a restaurant and having a great conversation with someone. You’re engaged and chatting for a good 30 minutes. But then he finishes his meal, says, “My time is up,” and immediately leaves in the middle of the discussion. Then someone else comes in, gets a meal, sits down in front of you, and expects you to start a new conversation from the beginning.

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

      @MisterBoring said in RP Safari - Pacing Styles:

      I’ve thought up a new pacing style:

      Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.

      Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

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

      @bear_necessities said in RP Safari - Pacing Styles:

      @Jumpscare if you’re doing that all in 4 poses, how are you reacting to the other person?

      Each pose follows the Acknowledge-Respond-Prompt method. I’m sorry if that wasn’t clear enough. I’ll add it to my previous post.

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

      For async (and some live scenes), I try to aim for RP that ends after 4 posts. Granted, these posts can be 1,000 words long, but my goal is 4 posts, following the Acknowledge-Respond-Prompt method.

      1. Intro
      2. Conflict
      3. Solution
      4. Resolution

      That is:

      1. Intro - The pose in, the situation, the stakes, what are we doing here and how are we doing it. Why is the rum gone?
      2. Conflict - The action, the gossip, the disagreement, the demand, the spectacle. Give me the rum.
      3. Solution - The unwinding, the disaster, the success, the kowtow, the agreement, the explosion. I got stabbed trying to steal the rum.
      4. Resolution - The tip of the hat, the running away crying, the reveling of having $20 from robbing the 7-11, the licking of the wounds, the smouldering heap. I resolve to never try to steal rum from a 7-11 again, because it turns out they don’t have any.

      It doesn’t work for all scenes, but it’s great for social scenes and 7-11 robbery scenes.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: MU Peeves Thread

      @KarmaBum

      That’s perfectly understandable! And thanks for expounding, it really helps me to understand where Silent Heaven stands in the MU ecosystem, haha.

      Here are some responses to your points. Don’t worry, I’m not trying to convince you to play. I’m just providing clarifications.

      1- I understand the frustration with mobile closing the connection the instant you tab out. I’ve recently learned about split screen being a feature for Android phones to help with web connections. It’s still not ideal, but maybe someone reading this doesn’t know about split screen and could benefit from it. (Tap the button that lets you switch apps, then tap the icon at the top, and choose “Split Screen.”)

      2- The Discord server is absolutely not necessary. It’s just for OOC chatter. I’ve seen a number of issues for when public OOC is on the same medium as IC, involving people blurring the lines between the two. And for a game like Silent Heaven that could carry higher bleed than usual, I felt it prudent to separate the two. Everything else, such as event scheduling and notifications about OOC updates, are available in-game.

      3- I worked hard on making an intro sequence that sets the tone while teaching the most necessary commands, so there are no worries there, haha. The first 30 minutes of any new player’s experience are the most important minutes, because those are when they’re most likely to bail if they can’t figure something out.

      4- I fully understand that the “crunchiness” of the game mechanics is a dealbreaker. I did my best to make it support RP, not supplant it. For example, the automated NPC responses are to help when PCs or Storytellers aren’t available, with teaching commands, providing basic setting information, and suggesting safe places to explore. While it helps with some of the cognitive offload of initiating new players into a setting, as well as standardizing rules around certain aspects of the game, it is ultimately gamier, and I accept that that reduces freedom.

      Thank you again for responding!

      posted in Rough and Rowdy
      JumpscareJ
      Jumpscare
    • RE: MU Peeves Thread

      @KarmaBum said in MU Peeves Thread:

      @Jumpscare Thanks, the offer is very much appreciated.

      The theme/setting/whatever always seemed exactly up my alley, and it’s one of those things I’m sure I’d enjoy if I took the time to get into it. But Evennia and me just don’t jive.

      Thank you! If I may be curious, what about Evennia don’t you jive with? If it’s about the syntax, I’ve removed a lot of the default commands and made them much more user-friendly. For example, there’s none of that desc/brains=“Very smart.” syntax. Now you just type desc, choose the thing you want to edit, and start typing. Much of the game follows the principle of “just start typing; it’ll likely know what you want to do.”

      posted in Rough and Rowdy
      JumpscareJ
      Jumpscare
    • RE: MU Peeves Thread

      @KarmaBum said in MU Peeves Thread:

      I don’t feel like I’m missing anything right now. If another game like Horror or LA came along, where every scene felt like it was building toward a comprehensive story, I’d absolutely be down to clown.

      I’ve been having a blast running Silent Heaven for nearly 3 years. The players constantly surprise me with the things they come up with. I don’t know if I ever played with you (I missed out on Horror and I was too busy with SH to play LA). But I’ve heard you’re a legendary player, and you’re welcome to play!

      You may have checked it out in the past. I know there were a few people who weren’t a fan of the spatially-consistent grid, nor the real-time public RP. I admittedly cribbed from Arx on that matter, haha. So, no worries if it’s not your thing.

      posted in Rough and Rowdy
      JumpscareJ
      Jumpscare
    • RE: Tips for GMs

      @Cobalt said in Tips for GMs:

      @bear_necessities said in Tips for GMs:

      @KDraygo said in Tips for GMs:

      Try to keep the scene moving,

      Please. Please keep things moving. I’ve been in GM’d scenes where we haven’t even finished “posing in” and have already hit the 1 hour mark.

      I know this is a few days ago, but this irks me so bad. It is why in the last few years that I was GMing for people, I instituted a rule that if you had not posed after 5-10 minutes when it was your run and not responded OOC your turn would be skipped.

      But scenes moving so slowly that I’d lose all focus on them, is a big reason why I stopped GMing and RPing altogether.

      To help with that, I try to make sure the beginning of a major event is “on rails,” like a guided tour. That is, everyone has 10 - 15 minutes to post before the next thing happens (NPC does a thing, everyone move to the next room, etc.). Everyone sticks together until the beginning is finished, and then you’re set free to go wherever you’d like, RP about the situation, take actions, etc.

      Having a beginning prepared in advance helps to strike a balance between player agency and moving things along.

      Unrelated: if someone wants to do something that’s beyond what you’re capable of handling, such as using everyday household objects to make war crime weapons in your My Little Pony game, you’re allowed to say, “I’m sorry, we don’t have support for handling that type of RP in this game. It’s outside the scope of the game’s theme.”

      Somewhat related: Be prepared for mediating players’ interpersonal issues in a calm and helpful manner. That includes banning, if necessary. Unless you have a positive reputation from past games, you need to understand that players are usually entering your game with zero trust of staff. The odds that a player has been burned by staff in the past is very high. So be keenly aware that you are the one who needs to earn their trust. Not the other way around.

      Also unrelated: Give your players things to do in their downtime. PRPs, RP about current events, take actions leading up to the next event, and optional scenes that produce tangible results are great for player engagement. Things like, “Make some clothes for the donation bin; we’re low on shoes,” or “The cows can be milked once a month to improve our town’s reputation,” or “The camp needs 20 pounds of wood to repair structures and 20 pounds of boar meat to survive the month in a healthy state,” can motivate players to do optional scenes in between major events.

      And it helps to fill in the four levels of player engagement:

      Metaplot: The reason why everything is happening. You’ll barely touch this, but it’s important to write down. You can drop little lore nuggets at the end of every chapter as a reward, but your players won’t directly interact with the metaplot.

      Chapter / season plot: These are the major plots that take months to resolve. They’re the backdrop to what’s happening in the story right now. These are the ones that are resolved over the course of multiple major scenes, as well as player actions over time. When a chapter plot resolves, it should usually cause a major dynamic shift in how the players RP, and what they RP about. For example, the PCs successfully opened the door to Twinkle Town, and now scenes are possible there, but it’s a very dangerous place to explore. The next season may be about making Twinkle Town a safe place to live as their homes on the Tiny Islands collapse.

      Episodic plot: Your “monster of the week” plot. These are the small steps forward in the Chapter Plot. They could also be unrelated to the chapter plot, too. Not everything that happens needs to end with a TV displaying Moriarty’s laughing face.

      Day-to-day plots: These are the things your players will be doing during their downtime, which I explained above. This is the most common type of RP that happens, so it’s really important to facilitate it however the players wish. They should be instantly accessible, either through guidelines or through automation (pre-written rules about rolling dice, adding code if that’s an option, etc.).

      Write down the metaplot, at least 3 chapter plots, at least 3 episodic plots per chapter, and at least 5 day-to-day plots. Now you’ve got a plan for keeping your players engaged for at least a year.

      Building a game is the easy part. Keeping it going for years is the real challenge.

      And on that note, it’s okay to have an ending in mind! You don’t have to run your game forever. A satisfying conclusion will be far more memorable than a game that just fizzles out due to lack of engagement. And, as a counter-point, it’s also okay to say that the game isn’t going in a direction you can handle, and wrap it up for the players. Sometimes experiments don’t work out, and that’s okay.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Paid Role-Playing

      I eventually caved to pressure and opened a Patreon for Silent Heaven. The support currently pays for about 80% of the monthly server costs. Supporting confers no in-game bonuses, and is only done out of the goodness of one’s heart and budget.

      If there’s ever an overage, I’ve promised to use the excess money for nice things for the game, such as art commissions.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Bad Stuff Happening IC

      @howyadoin said in Bad Stuff Happening IC:

      @MisterBoring Silent Heaven already exists

      ETA: joke

      You joke, but Silent Heaven players will 100% sign up for all of that and have a great time. The first event I ran that was tagged “risk of character death” had 31 characters sign up for it. I’m impressed by their ability to find brief moments of IC fun, relief and happiness for their characters, even in the direst situations.

      posted in Game Gab
      JumpscareJ
      Jumpscare
    • RE: Bad Stuff Happening IC

      I want bad stuff to happen sooner rather than later, to see how the staff and community make it fun, because that’s going to be a great way to know whether or not the game is right for me.

      posted in Game Gab
      JumpscareJ
      Jumpscare