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    Topics

    • MisterBoringM

      Celebrities We've Lost 2026 Edition

      Watching Ignoring Scheduled Pinned Locked Moved No Escape from Reality
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      PavelP

      Akihiro Miwa, Japanese Chanson Icon and Ghibli Voice Actor, Dies at 91

    • MisterBoringM

      MUing Snacks

      Watching Ignoring Scheduled Pinned Locked Moved Game Gab
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      PavelP

      @dvoraen said in MUing Snacks:

      OH NO THEY’RE BACK AGAIN

      @Tez is who they warned us about in math class.

      a man in an orange sweater is pushing a shopping cart full of groceries

    • MisterBoringM

      Celebrities We've Lost 2025

      Watching Ignoring Scheduled Pinned Locked Moved No Escape from Reality
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      JennkrystJ

      @Roz obvs so nothing dethrones the AoA thread post count.

    • MisterBoringM

      As a PLAYER, how many staff would be ideal in a game?

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      PolkP

      @Jennkryst said in As a PLAYER, how many staff would be ideal in a game?:

      I want more staff than players, so when the player nagging inevitably burns someone out, there are plenty of replacements available until the burn-out fully recuperates.

      I now know I want staffers who are allowed to have player bits, so it’s not like pulling teeth to recruit new staffers when breaks happen.

    • MisterBoringM

      Code Question: Rock, Paper, Scissors

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      KarmaBumK

      @MisterBoring said in Code Question: Rock, Paper, Scissors:

      You do have a point about RPS strategy that I hadn’t considered, so perhaps having the command be a bit more interactive so that each player inputs their choice.

      If it only ever runs one game at a time, you can run it so you rps <choice> and it creates a data attribute on an object. If you’re the first player, it stores your data and emits something about “waiting for 2nd player…”

      If it already has one DATA-* attribute, then it knows you’re the second player, and it resolves the match, emits the resolution, and wipes the data.

      If it already has two DATA-* attributes, then it is broken. 😄

    • MisterBoringM

      Totally Random SFW Videos Thread

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      TezT

      @Selira TY I will check it out.

    • MisterBoringM

      Free D&D Beyond Stuff

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      No one has replied
    • MisterBoringM

      MU Peeves Thread

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      KestrelK

      @Autumn

      An idea I’ve been toying with is more of a carrot over stick approach, because I actually tentatively agree with you that stat/skill point-based systems can often incentivise approaches to progression that feel a bit silly.

      But I feel that players often don’t respond well (myself included) when there’s a lot of restriction. I mean even knowing myself, if I’m playing in a game where something is on cooldown to prevent overuse, it will actually incentivise me to immediately do it on cooldown, when maybe without that cooldown I would’ve happily waited a lot longer than the cooldown period for story/realism, most of the time. The cooldown makes me feel like I have to do it ASAP regardless, so I don’t miss out down the line. So, by trying to hold off the worst players, I think it often actually brings more normal players up to their level and discourages a more intuitive, story-focused approach to that kind of decision-making.

      The idea I’m workshopping right now is to have in parallel both a more conventional progression system (get XP, spend XP, progress) alongside free, event-based skill distribution.

      So, if you don’t want to attend events, and just wanna up your strength one point a week, go ahead. But alternatively if you attend a training montage event at the dojo, staff reading the logs may just toss you a +1str that week as a freebie recognition of the RP you’ve been doing. With lower frequency and less guarantee for those sorts of casual social events, but a more explicit expectation for big season finale type events and boss fights.

      Ideally my hope is that maybe people will stress less about the progression-over-time aspect if they know the story will organically reward them with progression that reflects their RP. But also keeping the more conventional progression track for people who either can’t or just don’t want to always feel like they need to prove their progress in public scenes, albeit a little slower.