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    Recent Best Controversial
    • RE: Scenes within Scenes

      @Pavel said in Scenes within Scenes:

      In my experience, it’s not even the case that the code is used to avoid people interrupting; it’s to avoid people having to keep track of fifty people’s poses to find the people their PC is closest to. If there are twenty or so people in a scene, it’s legitimately difficult for some of us to keep track of what’s going on, with places the ‘main’ scene turns into a bit of a pantomime, and the places scene is where we actually do the bulk of the RP—occasionally stopping to shout ‘he’s behind you’ to the main stage.

      It’s a surprisingly elegant solution to that problem.

      Yeah, this is what I like places for. I do not mind large scenes; I can actually really enjoy a large scene, even an announcements-and-meeting scene! But I want to have a sense of being able to RP with a smaller group WITHIN that space without having to always worry about missing poses or spamming the greater room (since a small conversation is likely to go faster than the larger scene).

      Places help keep me engaged and on track. I’d want any replacement for them to be able to tick those boxes. (I get why Ares can’t, and I can’t even imagine the nightmare it’d be for logging.)

      posted in Game Gab
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      Pyrephox
    • RE: Scenes within Scenes

      @KarmaBum said in Scenes within Scenes:

      @Roadspike said in Scenes within Scenes:

      If it’s a one-way scene that again, can’t be interrupted? Don’t make it a scene! I’m sure we’ve all been in plenty of scenes where we thought, “This didn’t need to be a scene, it could’ve been a post/vignette/scene-set.” So don’t make them scenes. Have the GM post up their too-important-to-be-interrupted scene as a Vignette, and then have the actual scene be everyone’s reaction to it afterwards. You know, when people can actually interact with each other without interrupting.

      Shouldn’t the solution be to find a way to make it more interactive? Like, if the King is making a proclamation that affects all the PCs, wouldn’t you want that scene to be something people show up to?

      Even if they know they can’t stop the speech, can’t they RP trying? Throw the ST a curveball and bring a rotten tomato and wind up getting arrested?

      It seems like the assumption of “all the PCs show and watch like good boys & girls” may make it easier for the ST, but it’s not giving characters much room to maneuver.

      Honestly?

      No. Please don’t do this. It’s not fun for anyone but the troublemaker, and as much as large scenes with announcements can be trying, they become five thousand times worse when people decide they want to make it “exciting” by acting like dipshits so that maybe Leader Daddy/Mommy will spank them and justify their hate boner.

      It’s a bit different if a PC has a real stake/influence in what’s going on - if someone announces that they’re going to be taking over X business or attacking Y faction, then obviously I expect X and Y to raise an immediate ruckus. But keep the edgy tomato-throwers as far away as possible.

      Or be as snarky as your heart’s content…at a place where the rest of the scene doesn’t have to deal with it.

      posted in Game Gab
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      Pyrephox
    • RE: Scenes within Scenes

      I feel like there were a few games – Star Trek games, maybe? Back in the Days of Yore that had where you could spectate scenes in viewing rooms - like watch an Away Team get into wacky adventures. I wouldn’t mind that sort of set up for the Big Scene People Need To Be At…but honestly, traditional places are more flexible.

      You can get up from one place and find another. You can choose to pose to the ‘bigger’ scene and so can other people at other places, so it’s not really posing to an empty room. It honestly works pretty well, even if it’s not 100% ideal.

      In Ares, some games tried to emulate it with having multiple rooms per scene that represented areas you could move to, which isn’t a horrible workaround, but still a bit clumsy.

      posted in Game Gab
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      Pyrephox
    • RE: Scenes within Scenes

      Very much a fan of traditional places. If we MUST have large scenes where a few key characters are going to Do Stuff and the rest of the characters need to sit there and watch, then at least give me the opportunity to RP with a few people while watching without spamming the rest of the scene.

      Hate Ares places system because it doesn’t fix the main thing I want from tabletalk - reducing the number of poses I see that I don’t need to react to and making it easier for me to keep up with the poses my character is focusing on.

      posted in Game Gab
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      Pyrephox
    • RE: Does Anyone Even Care?

      For me, it’s all about…matching energy.

      I’m typically an enthusiastic player. I’ll be out there, approaching people, trying to set up scenes, I’ve got ideas for small scenes or PrPs, and my character has goals and things they want to accomplish.

      But that takes energy, which I get back from feeling other people’s enthusiasm coming back to me. In poses, in reaching out with ideas or wanting scenes, in responses from staff, in plotty scenes that seem to accomplish something.

      If the energy is off balance, especially if I’m bleeding out more than I’m getting back, then I’m going to end up drifting away. Usually, I realize I’m done with a game when I haven’t logged on in 3-5 days and I realize…I don’t regret it.

      But it’s all about the energy exchange, not really about the completeness of the story or the structure of the game itself. When I log on, do I feel like my excitement is matched by other players/staff? If yes? I’m locked in for whatever is going on. If no? I’ll drift away.

      posted in Game Gab
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      Pyrephox
    • RE: Paid Role-Playing

      I’m probably unusual in that, in theory, I would be happy to pay for playing in a MU* on some sort of subscription model. I’ve kicked in for tabletop games before, so contributing to someone taking the time and energy to make entertainment for me isn’t a hard ask!

      In practice, though, it would raise my standards for what I expected in return to the point where I’d want a professional product, as opposed to the hobbyist arrangements we have now. And I doubt that’s sustainable with a persistent online world on a price point where I’d feel comfortable signing up. (It works fine in tabletop, because you schedule your time, you outline what the parameters are going to be, etc. But with a persistent setting, you need to guarantee, for example, that a player in the UK or China is going to get the same quality of experience as one on the East Coast of the US, which means GMs guaranteed to run relevant plots at those times, etc. And MUDs probably have an advantage because many/most systems are automated.)

      But…I dunno. I think it would depend a lot on the experience and value that was offered, how trustworthy I considered the person offering it, and what the cost was.

      posted in Game Gab
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      Pyrephox
    • RE: Brainstorming Game Ideas

      Man, I wish. I would play the heck out of that game. All the players can be the quirky townsfolk with our own farms, and the Harvest Festival is this MASSIVELY OVERWROUGHT thing that nobody in the surrounding towns understands and thinks is kinda weird, but you know what, it means we somehow manage to grow bizarre and magical variations of all sorts of fruits and veggies, so they just…let us do our thing and buy our food.

      Meanwhile, we’re all gearing up and marching into magical wildernesses to try and find the Perfect Turnip Seed and grow it in our special soil made from dragon manure, the soil beneath a dark cult’s sacrificial altar, and shards of sunlight taken from the peak of a frozen mountain.

      And if our Perfect Turnip weighs even an ounce less than our Rival’s we will throw the biggest tantrum in the county.

      posted in Game Gab
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      Pyrephox
    • RE: Brainstorming Game Ideas

      @tsar said in Brainstorming Game Ideas:

      I think the biggest pull for a game, more than theme, is how excited the game runner is to be there. If you’re connected, if you’re putting in the energy-- you’ll get someone. You might not get dozens and dozens of people, that’s rare these days anyway. But frankly you can run a very successful game with a core group of players who are excited with you.

      This.

      A game creator who has a strong vision for their game and is excited about the things they want to do with the game will hook me in if the game is even vaguely in my thematic wheelhouse. It might not KEEP me, for various reasons, but if a GM can talk with great enthusiasm about their farming fantasy MU* where everyone is trying to grow the best crops for the Harvest Festival in Autumn, going out to track down rare seeds, magical fertilizers, and whatever? I’d be drawn in!

      posted in Game Gab
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      Pyrephox
    • RE: Tips for GMs

      @Roadspike said in Tips for GMs:

      @Pavel Agreed. And there’s nothing wrong with calling for some Wits checks and then just providing them with the necessary information if they can’t figure it out based on your clues. Maybe your clues aren’t as brilliant as you thought they were, maybe the players just had a bad day and aren’t braining well, or maybe they’re shy of putting an idea forward for fear of being wrong. There’s no shame in either just giving them the information they need, or going the Brindlewood Bay method of “whatever solution the PCs come up with was the correct one, so long as their rolls were good enough.”

      My life became a lot better, as a GM, when I really understood that the things I thought were So Clear as clues were only clear because I knew what the plot was. Expecting players to read my mind to understand what I was hoping they’d get was really just frustrating everyone.

      Besides, I have come to believe that it’s rarely the process of getting information that is the most exciting–it’s seeing what players do with information once they have it. (Which isn’t to say I don’t love a good research or questioning scene, but I try to focus on ‘failure means consequences, not a shutdown’ as much as I can. (Which isn’t always as much as I want–a tired brain drags us all down, on occasion.)

      posted in Game Gab
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      Pyrephox
    • RE: Real Life Struggles/Support/Vent

      I got my only accusation of racism as a school counselor over schedule changes, and upon investigation, realized where it came from. I was denying schedule changes according to the written policy, but certain students (mostly wealthy and white) appealed over my head to a vice principal who made the schedule changes they requested, so it very much looked like some students were receiving favorable treatment (which they were, just not from me).

      Unfortunately, there was no denying that the school and district had issues with systemic racism, which made it understandable that parents would become frustrated.

      posted in No Escape from Reality
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      Pyrephox
    • RE: Web-based CharGen or in-game CharGen

      I prefer web-based, but echo what people have said about anything being fine so long as it’s clear and well-documented.

      posted in Game Gab
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      Pyrephox
    • Banned: Lain Iwakura

      Breaking prohibitions against politics, and being a bigoted piece of shit. No Nazi bars here, thanks. We’ll be deleting their posts.

      posted in Announcements
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      Pyrephox
    • RE: AI In Poses

      @Lain-Iwakura You’re pretty behind the times, then. Plenty of MUDs still exist - you might find r/MUD more to your preferences. This forum doesn’t generally talk much about them because they’re different audiences and different design philosophies.

      But there’s plenty of discussion on r/MUD, and MUDs are still being made!

      posted in Rough and Rowdy
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      Pyrephox
    • RE: Other People

      I try to do a couple of different things, some of which have already been mentioned:

      1. Try to read up on available plot hooks and backgrounds on other characters to find out what other players are interested in working with. (Sometimes this backfires, because people don’t necessarily always want the RP they put in their plot hooks/backgrounds - especially things like police/detective backgrounds.)

      2. Seek people out. Don’t be afraid to say “Hey, I saw X on your RP Hooks, or that you’re involved in Y organization–my character is interested in that,” and see where it goes.

      3. Listen! Pay attention to what people are throwing out in scenes, and respond to it. Give them a chance to talk about the things that excite their characters, do things their characters are good at doing.

      4. Ask them for help in their characters’ areas of specialty. Sure, you can PROBABLY do whatever it is by yourself with a little prep, but it’s so much more fun to say, “Hey, I could use a face/muscle for this thing I want to do and I hear you’re good at that.”

      5. React. Don’t be determined to be “too cool for school” about other characters’ weirdnesses. They were built that way for a reason - be grossed out, scared, weirded out, whatever. Go ahead and show a little emotion about other characters’ schitcks.

      6. Reciprocity. If someone asks you for help IC, or gives you a bone–do the same in return. People notice, and in my experience, they’re so excited to have a real back and forth.

      posted in Game Gab
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      Pyrephox
    • RE: Bad Stuff Happening IC

      @somasatori I think the big thing is that I’m not running a controlled intervention to see if someone can handle bad IC events - I’m just observing what happens naturally. And I’ve never really see someone who, for example, throws a sulking fit when they have a couple of bad dice rolls, who can also handle a big loss with grace and mutual fun.

      I’m sure they exist! And people have bad days, where one small event is just the grimy cheese on the shit sandwich and you are just done. Which is why I try not to judge people too harshly for one bad reaction.

      But if, over time, I notice someone who melts down regularly about the small stuff, I’m definitely not going to even hang around for the big stuff. It’s not worth my time or my hobby joy, and I don’t really care if it’s trauma, or a multitude of bad days, or whatever.

      posted in Game Gab
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      Pyrephox
    • RE: Bad Stuff Happening IC

      @Nonsense said in Bad Stuff Happening IC:

      Yeah, absolutely destroy my characters. I love the writing and the play that comes from difficult situations, poor outcomes, and otherwise “bad things” that affect a PC. Especially when it creates further story and RP opportunities in the aftermath. Of course there are limits, but these are also situations and lines that are already a hard ‘no’ in any game I’m going to play - and, as has also been mentioned a few times in this thread - trust is an important factor.

      I’m generally very much of the opinion that failure is more thematically interesting than success. I love a failed roll, I love a failed mission, I love the drama. That has been where I’ve found my best success as a player and learned the most about the character.

      I admit, here’s the flipside of the question (and this is not aimed at you specifically - I don’t think we’ve ever played together):

      I don’t necessarily trust when a player says this, either to me-as-player or me-as-GM because often they do not mean it, so I am absolutely reluctant to actually pull the trigger on negative consequences because it is exhausting to deal with a lot of people after you do, and perhaps even more so the people who are very vocal about “Oh yeah, destroy my life, I can take it!”

      And you can never know whether a person genuinely means it and is totally fine with things actually going south, or not.

      The only real way, I’ve found, to know is to see how people handle small failures in play, before trying to work through the big setbacks with them.

      posted in Game Gab
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      Pyrephox
    • RE: Bad Stuff Happening IC

      I ended up putting Other, because yes, I like bad things to happen to my character, but as always there are caveats.

      1. Proportionality. I like bad things to happen to my character - I don’t like ONLY bad things to happen to my character. Trauma conga isn’t all that entertaining, give me time to breathe, recover, and let the character have things worth fighting for when the bad things happen.

      2. Trust. I’m a fairly trusting player, to be honest, and I’ll roll with what a GM throws unless I have a specific reason not to trust them, but once that trust is lost, it doesn’t come back.

      3. Sexual assault/mind control. These are not entirely “no go” bad things to have happen, but they are things where I would need a larger than normal amount of trust, and where I want to be brought in OOC to ensure that it remains a fun game for me.

      posted in Game Gab
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      Pyrephox
    • RE: Real life happy

      A somewhat silly one:

      I am a solitary person. The reasons for that are not all good nor all bad, but the results have been that I rarely ever invite people back to my house for anything, or really initiate hangouts (largely because I have a crippling fear that if people say yes, it’s only because they pity me and are good enough people to put up with the boring person for a little while).

      A few weeks ago, I invited my gaming group to a dinner at my house. They came! I cooked + they brought sides, and…a good time was had by all.

      As stupid as it sounds, it’s really the first time I’ve invited a group of friends over to my house for a dinner/hangout since high school (which was quite a while ago). I’m very happy that it went well.

      posted in No Escape from Reality
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      Pyrephox
    • RE: Pre-Banned Players

      @Ashkuri Yeah, agreed.

      I strongly suggest not crowdsourcing this. It’s a good way to get every petty grudge for twenty years crawling out of the woodwork. Consider who you’re uncomfortable with, if anyone, by personal experience or reputation as shown on forums like this (but be careful with that).

      posted in Helping Hands
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      Pyrephox
    • RE: Prove Tez Wrong

      @Tez To keep you humble in your great and terrible power over the userbase.

      posted in Rough and Rowdy
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      Pyrephox