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    Roadspike

    @Roadspike

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    Website brandmuday.mythicus.net/topic/77/long-and-winding-road-spike

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    Best posts made by Roadspike

    • RE: Star Wars Age of Alliances: Hadrix and Cujo

      @eddie I was going to go off on a bunch of your earlier points, but several others already got there with very similar things to what I was going to say. Plus… Woah… I just got to this post:

      @eddie said in Star Wars Age of Alliances: Hadrix and Cujo:

      Truth of the matter is…

      And I’m pretty sure that your own story tells us everything we need to know about you. You “invested” time, effort, and in-game currency into something and didn’t get the attention of a player you were interested in, the attention that you felt was your due.

      You realize that putting in time, effort, and money into another person without a business deal involved is called “being a friend,” right? And that you aren’t owed anything for it? Particularly not anything of a sexual nature? There is no ROI on being a friend to someone, you do what you do because they’re your friend, not because you’re going to get something out of it.

      posted in Rough and Rowdy
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      Roadspike
    • RE: pvp vs pvp

      @RedRocket said in pvp vs pvp:

      I just think that on a game where a core theme of the setting is conflict between factions, making that conflict between players meaningless or even impossible for no IC logical reason makes the game setting just as pointless and boring.

      You can have conflict between characters without having PvP. Even if the rule is “you can’t directly harm another PC” there’s a whole lot you can still do to play out conflict. Your lack of imagination is your problem, not a problem of PvE games.

      It’s like making a game set in the marvel cinematic universe but no one is allowed to play as the heroes or villains, they can only play normal people doing normal things.

      Um… no it’s not. It’s like making a game set in the Marvel Cinematic Universe but no one is allowed to play as villains, just heroes – oh wait, that’s pretty much most comic book MU*s out there.

      @RedRocket said in pvp vs pvp:

      Putting everyone on the same team means staff takes on the burden of being everyone else in the world.

      This is actually almost universally true, unlike most of what you’ve said. A PvE game does require more Staff effort to create all of the antagonists and their actions to frustrate the PCs – but it requires less Staff effort to deal with assholes who are just out to grief other players by killing their characters.

      @RedRocket said in pvp vs pvp:

      When the games started being about protecting the feelings of bad actors who instigated trouble then ran to staff for protection it all went to shit.

      You have this backwards. Yes, there are some people who do bad things and then complain when they get consequences for those bad things, but those players exist on PvE games too, and they still try to weasel out of consequences. But by closely monitoring or eliminated PvP, you stop allowing the bad actors who instigated trouble by killing characters for OOC reasons – or just to grief the other players. The people who “make it their life goal to ruin things for everyone” aren’t the people asking that their characters not be killed off for no reason, it’s the people killing off other characters for no reason.

      @RedRocket said in pvp vs pvp:

      What is happening now isn’t working. What people did then was working. Back in the day there were hundreds of active players on at a time. Now you’re lucky to see five.

      Huh… sounds like you’re not on the games that are successful right now. Sure, they may not have 100 players at a time, but they’re perfectly happy with 30. It’s almost like MU*ing is an outdated technological medium whose primary players grew up and are now adults with jobs and lives and families rather than being high school or collect students who time on their hands.

      Your issues sound like a you problem.

      posted in Game Gab
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      Roadspike
    • RE: MU Peeves Thread

      @sao This isn’t a direct reply to you, but you were the last one on the thread talking about this subject. For me, it’s the difference between “I don’t distrust you” and “I don’t trust you.” I’ll play on a game with Staff that I don’t distrust. I may not fully trust them, but I’m willing to offer them the chance to earn that trust. I will not play on a game where I don’t trust Staff. That is for the people who have already burned me or someone who I do trust.

      And I agree that life is too short for the stress of “do I trust this person I’ve put in a position of power over my fun or not,” and this has only gotten more true as my life has gotten more full.

      posted in Rough and Rowdy
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      Roadspike
    • RE: Tips for GMs

      Play with your players, not at them. If there’s a big speech where there won’t be any opportunity to interact with it? Make it a post, not a scene. Don’t make players pose “sits still and listens quietly” for three rounds, and don’t make them talk “through” a big important speech just to have some interactivity with each other.

      It’s perfectly legit to have a big post/scene-set of a speech or first dance or whatever can’t be interrupted, and then have the actual scene be everyone reacting to it.

      posted in Game Gab
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      Roadspike
    • RE: On the utility of Logs, Receipts, and Proof

      @Apos Agreed. Any time that someone asks me to define a term that should be common knowledge, I assume that they are just looking for clearly delineated rules that they can push the envelope on and then claim that they’re not breaking the actual rules.

      Everyone should know what “creepy” means, and if they can’t avoid it, then they can’t play on any game I run.

      posted in Rough and Rowdy
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      Roadspike
    • RE: Why is Pack closing?

      Like a few of the previous posters, I couldn’t finish reading the log. It was disgusting. The use of the Luck point to gaslight a character “because it’s funny” was particularly heinous.

      Apart from and beyond the horrific content, I also found the future-imperfect tense (or whatever ‘will’ and ‘would’ and the like are) posing grating.

      Sorry, @Cobalt, that you had to deal with that, but also thank you for dealing with it so that it didn’t continue (even if it led to you closing your game down).

      posted in Rough and Rowdy
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      Roadspike
    • RE: Real Life Struggles/Support/Vent

      The parent(s) of student(s) at my district were picked up by ICE and detained. The student(s) are with family, but it’s still shaking up this tiny-ass rural, progressive island community. And it’s shaking up me too even if I’m white as Wonder Bread.

      posted in No Escape from Reality
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      Roadspike
    • RE: Good things in Mushing

      When you’ve got your brain-weasels going full-bore, and then someone reaches out about RP, and those nasty scratchy bitey things quiet down for a little bit.

      posted in Game Gab
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      Roadspike
    • RE: Star Wars Age of Alliances: Hadrix and Cujo

      @Pavel I get that you’re trying to take the most generous interpretation, and I was too – until I got to the talk about ROI. I completely understand being disappointed that a storyline didn’t work out how I wanted it to, how I planned for it to. I get that, it’s happened to me, and it’s sucked.

      But, unless there was some specific agreement, no one should be talking about return on investment in interpersonal relations unless it’s some version of Prue Leith’s “It’s not worth the calories” where you’re deciding that the other person isn’t worth your time and so you’re disengaging yourself.

      To expect a particular return on your investment from the other person, particularly where romantic RP/TS is involved… that’s way too close to “I bought her dinner and drinks, I deserve sex” for my comfort.

      As for the other situation that @eddie mentioned – I really feel for them about that one. That sounds like an uncomfortable situation, and a boundary that they set properly and which was then crossed by another player. That’s not cool at all.

      posted in Rough and Rowdy
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      Roadspike
    • RE: Lords and Ladies Game Design

      To me, the core of a Lords & Ladies game is that characters are grouped by families or groups that are competing for influence and prestige within a larger feudal or semi-feudal structure – and that the characters are influential people within the setting.

      Now, this could be:

      • wayfinders who lead family canoes between Polynesian islands, competing for pride of place
      • competing cyberpunk megacorps all under a Corporate Court – so long as the PCs were high-level executives at the corps, rather than disposable espionage operatives
      • knights and barons and viscountesses living in fantasy castles
      • mafia families under a capo di tutti capi
      • technoknights and starship captains in a semi-feudal, multi-system space empire
      • daimyo and geisha in the Shogunate (or a fantasy version thereof)
      • minor landed gentry in Victorian England (or a fantasy version thereof)

      I don’t think that pseudo-European matters, but I agree that combat is usually going to be a means to gather influence or prestige rather than the point in and of itself.

      I would actually love to see a Lords & Ladies game using FS3 autocombat for attacks on reputation – leave any physical combat to just straight rolls, because it’s just not as important as the social maneuvering.

      posted in Game Gab
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      Roadspike

    Latest posts made by Roadspike

    • RE: RP Safari - Pacing Styles

      I prefer live scenes with pose rounds lasting 10-20 minutes, or at least what we call sessioned scenes, which is live for 1-2 hours one night, and then live for another 1-2 hours another night.

      During the day, I’m okay with Distracted, where pose rounds last 15-60 minutes, but it can lead to me feeling bad if I take too long or my RP partner takes too long (I didn’t say it made sense).

      A solid chunk of my RP is async, even though I don’t much like the style, simply because that’s what best fits into the available time. Most of my availability is after 8pm Pacific, when most non-Pacific folks (and many Pacific folks) are in bed or headed to bed. But if an async scene goes more than 24 hours between poses, or takes more than a week overall… I tend to lose the thread pretty hard.

      posted in Game Gab
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      Roadspike
    • RE: 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.”

      posted in Game Gab
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      Roadspike
    • RE: Tips for GMs

      Play with your players, not at them. If there’s a big speech where there won’t be any opportunity to interact with it? Make it a post, not a scene. Don’t make players pose “sits still and listens quietly” for three rounds, and don’t make them talk “through” a big important speech just to have some interactivity with each other.

      It’s perfectly legit to have a big post/scene-set of a speech or first dance or whatever can’t be interrupted, and then have the actual scene be everyone reacting to it.

      posted in Game Gab
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      Roadspike
    • RE: Other People

      @Roz I usually do.

      posted in Game Gab
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      Roadspike
    • RE: Other People

      @Roz said in Other People:

      the absolute worst thing you can be on a MU* is average height

      I… actually like to be within the realm of average height on MU*s (most of the time, not always). Then again, I’m also the guy who likes playing by-the-book pilots, Stormtroopers, and other characters who could be “generic” if not for how they’re played.

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

      For me it depends in large part on what’s going on in my RL. If I’ve had a frustrating day, and my warrior gets hammered in a combat scene because the dice betray me on the GM messed up the balance, I can get frustrated. If I’ve had a normal day or a good day, I’m much more open to random disappointment in my gameplay.

      That being said, I’m also a big fan of screwing my character up through choices that I make myself (whether it’s choices that the character makes or the player). I also want to be able to react to the bad stuff and maintain some player agency through it. If there’s nothing that I can do about the bad stuff (either to mitigate it or to have some fun with it on the way down), it’s a lot less fun for me.

      I agree with a lot of the statements above, but particularly @Pyrephox’s note about Proportionality; if my character has been doing great lately, having them be absolutely humbled can be entertaining, but if they’ve been on a bad streak, sometimes one more failure is all it takes for me to not have a good time.

      posted in Game Gab
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      Roadspike
    • RE: Empty Night - A Dresdenverse Game

      @Cobalt Absolutely no apology needed. Appreciate holding us accountable.

      posted in Game Ads
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      Roadspike
    • RE: Empty Night - A Dresdenverse Game

      @Cobalt Yeah, I know that there are a lot of languages spoken by the peoples of the Salish Sea area, but our language list is really long already–and we didn’t want people to have to hyperspecialize themselves out of being able to talk to one another. So we just have Coast Salish to cover them all, even though we know that there are a dozen or more branches that are all unique (if related).

      posted in Game Ads
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      Roadspike
    • RE: Empty Night - A Dresdenverse Game

      @Cobalt Appreciate the attention, because we definitely don’t know everything about the various cultures that live and have lived in the area.

      Here are our descriptions of the local native languages (groups) that we’ve included in the game thus far:

      Sahaptin: Native American language spoken in the Columbia Plateau area of the interior Pacific Northwest.
      Coast Salish: Native American language spoken in areas across the Salish Sea area in the Pacific Northwest.

      If those are inaccurate, we’re happy to make corrections, but I feel like that fits what you’re saying.

      posted in Game Ads
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      Roadspike
    • RE: Empty Night - A Dresdenverse Game

      @Cobalt Our intent is to make it possible to play the game just with the information on our web portal. If we didn’t achieve that, we need to add more info. We can help fill in corner case information as necessary through the chargen process and in RP via PMs.

      Since we’re touching on some of the storylines from the books, there might even be a little more enjoyment with some of the things that start out similar to how they do in the books, just because they’ll be a surprise.

      posted in Game Ads
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      Roadspike