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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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    • 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
    • RE: MU Peeves Thread

      @Pavel Agreed, so long as that character’s well-earned no-sell of the incident doesn’t take away from the reaction of other characters and isn’t used (ICly or OOCly) to make the person who hasn’t seen a grue 15 times seem lesser.

      posted in Rough and Rowdy
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      Roadspike
    • RE: Filtering player temperament through game design

      @Kestrel It’s definitely a semantic difference, but I also think that it’s an important semantic difference. I think that seeing/using them synonymously can contribute to bleed and to feelings of competition rather than cooperation.

      I don’t use CvC instead of PvP, I use it alongside PvP. You can have both on the same game (people working cooperatively OOCly to create a good story of competition between their characters versus people competing OOCly to have their characters win). I don’t even see PvP as a bad thing… it can be really fun sometimes if you’re doing it with folks that you trust. But I do think that it’s valuable to have terms for each, because they’re very different and—to bring things back full circle to the point of the thread—appeal to and bring in players of very different temperaments.

      posted in Game Gab
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      Roadspike
    • RE: Filtering player temperament through game design

      @Kestrel I agree that liking PvP in a creative writing game isn’t necessarily about being competitive. But what you’re describing isn’t, to me, PvP. I mean, it is, but not the way it usually (in my experience) plays out. What you’re describing isn’t two players competing, it’s two players cooperating so that their characters can get RP that they enjoy. It’s also a) the minority of PvP/CvC RP that I see, and b) the kind of PvP/CvC that I really enjoy.

      I would honestly expect to see that sort of story being told in that OOCly-cooperative manner on a PvE game (I make sure to put some tension into the various factions in any game I’m running exactly because I like this kind of RP, even if there’s a greater threat causing them to work together).

      posted in Game Gab
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      Roadspike
    • RE: Filtering player temperament through game design

      @L.-B.-Heuschkel Yes, but…

      A pure PvE environment without titles to gain or any “real” PvP… will still have people competing over something, even if it’s just “having the most-referenced posts in the community journal” or “getting in the pants of the new hottie” or “winning the quarterly basketball game.”

      But you’re very right that designing away from PvP and toward PvE will limit some of the toxic aspects of PvP and competitiveness.

      posted in Game Gab
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      Roadspike
    • RE: Filtering player temperament through game design

      I tend to design games to encourage a particular playstyle, rather than to repel one. Mostly.

      Most of this comes down to the mission statement that defines the whole game design (and gameplay) process. I will be very clear about what the game is and isn’t there, in hopes that people will self-select whether they’ll like the game or not. Policies are the next step, being very clear what will be encouraged and disallowed (PvP rules; alt rules; IC and OOC harassment rules; social contract; plotrunning rules; how real-life prejudices will be handled in a modern, historical, or near-historical setting; etc).

      My general workflow is to determine what kind of RP I want to see on the game, how to support and encourage that, spot and remove any roadblocks to it (the waygate system in The Fifth World is my best example of that, we had a multi-planetary game, but didn’t want barriers to casual RP, so we added limited instant travel in so folks could be on whichever planet they wanted), and then let players know what the intended thrust of RP will be.

      That being said, most of the choices of what I want to play: PvE, zero-tolerance-for-harassment, collaborative playstyle, combination of action and casual, clear reasons for people to work together (with IC friction), lend themselves toward the type of players that I enjoy playing with.

      posted in Game Gab
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      Roadspike
    • RE: AI Megathread

      @Aria said in AI Megathread:

      I’m pretty sure we’re all just living in the plot of Wall-E now and I hate it here.

      Wall-E and Idiocracy. Yup.

      posted in No Escape from Reality
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      Roadspike
    • RE: Staff Bits Linking Handles

      There are definitely good reasons for not linking an AresMUSH handle to your account–there are creepers and assholes and rumormongers aplenty in our little hobby.

      So I agree that no one is beholden to creating a last handle that goes beyond games, someone else’s safety is more important than my comfort.

      But I will admit that I feel a great deal more comfortable when I recognize the handle of staff on a game and I know who I’m dealing with. It allows me to start out in a place of trust (or to avoid the game entirely if it’s someone I’ve had a bad run-in with in the past). If they have a handle that I don’t recognize, I will start out in a place of neither trust nor distrust. There should always be room for new folks to come into the hobby and start up a game, but for me at least, it always makes me feel a little better to recognize a handle that I know and trust on the staff list.

      I also think that staff should always have their player bits linked to their staff bit. As others have pointed out, there’s a power imbalance there, and unless it’s recognized and called out, it can get treacherous. Sure, it can be nice to go “off duty” and pretend to not be a staffer for a while playing a “hidden alt,” but it’s also disingenuous, because you are a staffer, and you’re seeing things through staffer eyes the whole time, and can bring in the weight of staff whenever you want (either through yourself or one of your fellow staffers).

      posted in Game Gab
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      Roadspike
    • RE: MU Peeves Thread

      I agree with a lot of the takes here, particularly the ones around the impact of XP spend mechanics on neurospiciness.

      I’m also one of those guys who really hates someone coming into a scene with a 2 Firearms and then suddenly having a 4 when they find out that shooting a gun is critical to the scene.

      I’ve previously been of the opinion that setting your cooldown to about the frequency of XP drops (on games where XP is a weekly/monthly/daily/whatever occurrence) was the way to go, so that people could keep up with spending their weekly XP as it came in, but if they wanted to store XP, they couldn’t bank a bunk and plop it down all at once during a scene. But, as mentioned above, that runs into problems with ADHD and other neurospiciness (it’s not great for my OCD either because I feel like I’m “slipping” if I don’t do it at the same time each week, because I can’t ever get the hours I lost between the cooldown ending and my actual spend back).

      I’m now coming around to the thought that (for FS3), the solution may be a 1-day cooldown for weekly XP (and a high XP pool cap, like 20ish). So yeah, someone can pick up a brand new skill (for 1 XP) or go from 1 to 2 (again for 1 XP) during a scene if they want to, but they can’t jump from 5 to 6, say. But if they’ve forgotten for a couple of weeks, they can go back over the next week and spend that XP one per day, and unless they’ve really been ignoring XP (like for 5 months), they won’t actually lose the XP. Should help out with the feeling that you need to “keep up” because if you forget for a couple of days, you can just spend immediately and your cooldown will be over before the next XP is given out. There’s still some waiting if you’re way back, but it shouldn’t be as impactful if you can spend XP every day if you’ve got a stash instead of having to wait a week.

      posted in Rough and Rowdy
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      Roadspike
    • RE: "My Guy Syndrome"

      @bear_necessities said in "My Guy Syndrome":

      I’m going to push back a little here. … I also do my very best to know my place and try and decide if my presence in that scene is going to add to it. So if in your example the RP is happening in the biker bar, and the RP is happening because a gang of bikers is having a scene for their faction, and you are not in the faction, does your character add value to the scene?

      @Faraday said in "My Guy Syndrome":

      I still think there’s nothing wrong with politely bowing out of a scene where your character just doesn’t fit.

      Fully agreed on both points. “Yes and”-ing yourself into a scene is great… if you fit yourself into the scene and respect the other players and characters to do it (and if they’re okay with it in the first place/the scene is open). People who come into a scene and take it over are at least as bad as My Guys.

      posted in Game Gab
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      Roadspike
    • RE: "My Guy Syndrome"

      I agree with both @Ashkuri’s list of problems, and @Faraday’s perspective that they aren’t always problems. I think that @chorus and @SockMonkey have an important point to bridge that attitude gap that Faraday mentioned: sure, there are some things that your character wouldn’t normally do… but we don’t play this game to play “normally” do we? I often like to think, “No, normally my character wouldn’t be caught dead in that biker bar where the RP is happening, so why is my character there?”

      posted in Game Gab
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      Roadspike