MU Peeves Thread
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@Pavel heard, but like that’s sort of what long-form descs are for? if im describing a black character for example i’ll include their skin tone, hair texture, etc and let people draw their own conclusions, same as i’d do with a white char. Otherwise, kind of gives the vibe that anything other than white is out of the ordinary and that feels sus and lame. Also worth noting that appearances can be misleading and ppl could maybe afford to assume less off visual cues alone.
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@Artemis That’s fair, but you’re also one of those weirdos who enjoys writing (and reading) descs. I much prefer concision, so I guess it’s just a case of different tastes and preferences.
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@Pavel Can we not call her a weirdo, man?
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I just remembered another one of my MU Peeves:
When the actual Staff of the game (especially any Builders or Builder adjacent staff) runs a major plot event in a Generic RP Room with no description.
WHY THE HELL DID THEY BOTHER DESCING A GRID ANYWAY?
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@MisterBoring That’s one of the bigger boons from Ares, to me. You can have your scenes off the grid so you’ve got some space but easily use a grid room and its description and all.
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@Pavel said in MU Peeves Thread:
You can have your scenes off the grid so you’ve got some space but easily use a grid room and its description and all.
Sure. My weird logic brain tells me that staff plots should ostensibly occur on the staff built grid, and if the staff runs 90% of the main plots in a nebulous area designed to be all the places that didn’t get grid rooms, maybe the grid needs a serious revisit as it’s not even meeting staff’s needs.
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@MisterBoring To be honest, much of the time I feel that games have grids purely because games have grids.
I’ve also seen (and been a part of) arguments that say if you want to restrict who can play in a room, you must take your scene off the grid – and I imagine staff would want to limit numbers on any particular plot related scene so they don’t get overwhelmed.
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@Pavel said in MU Peeves Thread:
@MisterBoring To be honest, much of the time I feel that games have grids purely because games have grids.
I’ve also seen (and been a part of) arguments that say if you want to restrict who can play in a room, you must take your scene off the grid – and I imagine staff would want to limit numbers on any particular plot related scene so they don’t get overwhelmed.
Ugh.
In one of my few stints as staff, had a couple of players throw a passive aggressive fit because I wouldn’t let them join a GM scene run on-grid: it was the climax scene of a plot that had been running with a specific group for a couple of weeks, and it was on grid because a prominent feature in a room’s desc was the focal point of the plot. It just really killed my enjoyment of that plot (and, honestly, game). Worse yet: I’d run private/tailored scenes for these players ON GRID before this, and they had no problem with it then, of course.
So, yeah, there are some incentives NOT to use a grid room, even if I prefer it, because I do not want to either have everything open to everyone or deal with people whining about being excluded.
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Sometimes you don’t know what rooms you’re going to need until you need them. If inspiration strikes and I really want this scene to happen in place A but I don’t have place A, I’ll just do it in a generic room and write the desc into the set.
If someone really wants me to build the room out for later use, yeah, sure. But it’s not going to be priority if I don’t plan on going back there for anything specific.
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@tsar said in MU Peeves Thread:
If inspiration strikes and I really want this scene to happen in place A but I don’t have place A, I’ll just do it in a generic room and write the desc into the set.
That makes sense. The point I’m trying to make is that it’s a peeve when the staff never uses their own grid for their plots. Doubly so if the grid is a huge maze.
I’ve been on games where staff use generic RP rooms in place of rooms that actually exist on grid because they couldn’t remember where the room is to begin with.