This is my go to ugly cry gif.
Posts
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RE: Celebrities We've Lost 2026 Edition
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RE: Celebrities We've Lost 2026 Edition
Peter Cullen, Voice of Optimus Prime

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RE: Celebrities We've Lost 2026 Edition
Tim Curry, absolute bloody legend.

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RE: Filtering player temperament through game design
@Gashlycrumb Most of the methods I’ve seen used to success were all OOC transparency techniques. Players would have OOC conversations prior to conflict scenes between their characters to coordinate the conflict. It was sort of like pro wrestling in that the scene would be somewhat planned out prior to it starting, but the ultimate end result was left up to the dice (or other mechanics depending on the actual system being used). In some cases, the OOC conversation led to one player deciding that this was definitely their character’s loss, and the entire thing was somewhat pre-planned. Also, in all cases, the end of the session included a decompression exercise so that everybody could properly deal with whatever bleed they might have.
One of the biggest first steps a game can take toward a more healthy CVC environment is to stop calling it PVP. PVP is for Rainbow Six Siege or League of Legends. CVC is one avenue where roleplay meets conflict. CVE is another (though, as an IT professional, referring to PVE as CVE causes me to double take because CVE is a special IT term). I only call it PVP if the story of the characters doesn’t matter at all.
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RE: Filtering player temperament through game design
It’s not uncommon to meet people who say they love PvP. I don’t think I’ve seen them making characters who are in opposition to their PvP loving friends’ characters so they can play that out, but I would presume that it happens on games that are more PvP-friendly than ones I’ve been playing.
Yeah. Most of the games I’ve seen that have been CvC friendly and succeed at it have built up a lot of OOC tools and methods to make that work. I have yet to see the OOC techniques and tools for that really catch on in the MU hobby, but I have seen it work in other online RP formats and in live play (the strongest examples of this were LARPs where workshops and care were given to make sure the players understand that their characters are in conflict where as the players are not).
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RE: Filtering player temperament through game design
To add to the PVP conversation: I’ve met more than a few players in online RP situations (forums, MUs, and similar) who prefer PVP because they aren’t getting the kind of villain / conflict they are looking for from the PVE elements (be it stuff they run themselves or stuff run by other players / staff). In one particular case they felt weirdly selfish in trying to participate in the PVE conflict of the week.
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RE: Arx
All this talk about connections between Arx 1 and Arx 2 makes me wonder if an archaeologist type character would work in Arx 2.
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RE: Mu* and history and time
And yeah, those prices seem crazy, but keep in mind that with AOL at the time you were also paying $3-4/hour just to check your email and access early internet forums, on top of whatever you were paying your phone company.
Looking through my archive of old CDROMs, 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.
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RE: Filtering player temperament through game design
Yep. Main character syndrome all the way.
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RE: Arx
It’s canonically the same game world, if warped by the passage of ages and catastrophic events, though I am trying to write it so it should not require any knowledge of Arx 1.
Do the actions of any of the PCs in Arx 1 directly connect to said catastrophic events?
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RE: Filtering player temperament through game design
@Roadspike Agreed. In my experience, I’ve witnessed plenty of people get competitive over who gets to resolve the big plots and stuff, and get just as toxic as direct PVP can get. Some people live in a permanent state of “If I’m not winning, I’m not having fun, and if I’m not having fun, nobody else can.”
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RE: Celebrities We've Lost 2026 Edition
Reggie Bannister has finally gone between the poles for good. (Really bad Phantasm reference.)

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RE: Mu* and history and time
Is there anything that CAN be done so mushing is remembered as ‘having been a thing’ in a century?
If nothing else, we can upload our dead wikis and game sites to electronic archives, like archive.org.
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RE: MU* Wishlists
@bear_necessities Probably because the people interested in building one are also backers of the upcoming TTRPG and waiting to see if the TTRPG can be converted to a MU.
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RE: Non-Boring RP
Florid Answer: I try to see if someone else is trying to push a specific storyline, and fall into that as best I can. If nobody’s pushing their stories or one of the game’s plots, then I’ll try and drive things around what my character has going on. Ultimately, I play “yes and” and try and have fun with it.
Actual Truthful Answer: If I don’t hyperfocus on something in the RP, I’m basically a walk-on extra.
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RE: GIF Button Broken
See, I did not know that. I assumed incorrectly that the image link button was for static images specifically.



