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    MU Peeves Thread

    Scheduled Pinned Locked Moved Rough and Rowdy
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    • AutumnA
      Autumn @Kestrel
      last edited by

      @Kestrel Your comment about them being an encouragement to buy things up immediately when you have to wait for the cooldown anyway is spot on. In every game I’ve played that had cooldown mechanics I can remember people engineering their purchases and their XP totals to make sure they could drop the request as soon as <thing> came off CD, regardless of whether it made sense in the context of what their characters were getting up to in game.

      I admit I’m not a fan of cooldown mechanics generally, but I also don’t play a lot of games that have a highly granular progression system like the one you’re describing, and they may be a better idea where raising Strength 1 point a week for ~3 months is a plausible thing for characters to do. It feels like a strictly mechanical gating might be the more practical sort in that situation, where probably 20+ characters are all raising at least one thing once per week, or more if the XP gain rate permits it – anything dependent on staff to review and OK those 1-point-per-week gains seems as though it would very quickly devolve into either rubber stampery or staff madness, maybe both.

      I do think that if you’re going to do extra progression for appropriate RP, you may want to have some sort of randomized scheme to determine if it occurs, just to deflect any potential accusations of “well, of course staff always give a point to X, they love that player” … which there probably will be anyway.

      1 Reply Last reply Reply Quote 3
      • hellfrogH
        hellfrog
        last edited by

        If you don’t want people buying skills mid-event in order to increase rolls, just make a rule about that. You can’t do an xp spend to buy a skill that has already been called for by a gm.

        If you want people to justify their xp choices with rp logs or something, well - stop. It’s not reasonable.

        fr fr
        (she/her)

        JennkrystJ 1 Reply Last reply Reply Quote 4
        • JennkrystJ
          Jennkryst @hellfrog
          last edited by

          @hellfrog said in MU Peeves Thread:

          If you want people to justify their xp choices with rp logs or something, well - stop. It’s not reasonable.

          Depends on the system. Raising PUNCH, sure. Gaining an ENTIRE ARMY with Followers? Maybe a log about it.

          Mummy Pun? MUMMY PUN!
          She/her

          1 Reply Last reply Reply Quote 1
          • R
            Roadspike
            last edited by

            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.

            Formerly known as Seraphim73 (he/him)

            1 Reply Last reply Reply Quote 2
            • O
              Ominous
              last edited by Ominous

              What if a server has a special room (OOC makes the most sense, but I could also work with the right flavor) that one has to be in to spend XP? Then people couldn’t raise skills mid-scene without very obviously ducking out to do so.

              Ceterum censeo Carthaginem esse delendam

              AutumnA 1 Reply Last reply Reply Quote 2
              • helveticaH
                helvetica
                last edited by helvetica

                Is raising a skill mid-scene really that rampant of a problem that we really need to twist ourselves into knots over this? Like, do people do this for real or is this some mythologized outlier situation? Rather than preemptively punish everyone for one theoretical idiot, why not simply toss out that idiot if and when this occurs?

                I gotta tell you, I was just in a scene rolling quite possibly my highest skill the entire time… and I still (hilariously, in a fun way) got my ass kicked by the dice. Specifically, basically a huge chicken attacked my ass. You can raise a skill all you want. It’s no guarantee.

                Street Cred

                JennkrystJ 1 Reply Last reply Reply Quote 8
                • RozR
                  Roz
                  last edited by

                  tbh i just can’t bring myself to care that much about mid-scene skill raises. like, it’s not like they’re sneaking it for free, they’re still spending the xp. they’ve presumably been working on the skill, either on-cam or off. who’s to say that mid-swing isn’t when they break the arbitrary, artificial threshold of skill level 3 to 4 in swording?

                  i know there were absolutely mid-scene skill raises happening plenty on arx and i think it just wasn’t a big deal in the end. (although a vague memory of someone asking for a mid-scene train to make the cost cheaper was p funny.)

                  she/her | playlist

                  helveticaH 1 Reply Last reply Reply Quote 3
                  • helveticaH
                    helvetica @Roz
                    last edited by

                    @Roz said in MU Peeves Thread:

                    someone asking for a mid-scene train to make the cost cheaper

                    a police officer is standing in front of a police car with a caption that says she 's going to jail

                    Street Cred

                    1 Reply Last reply Reply Quote 0
                    • AutumnA
                      Autumn @Ominous
                      last edited by

                      @Ominous said in MU Peeves Thread:

                      What if a server has a special room (OOC makes the most sense, but I could also work with the right flavor) that one has to be in to spend XP? Then people couldn’t raise skills mid-scene without very obviously ducking out to do so.

                      I feel like, if you’re running a game that allows players to raise whatever they like whenever they like – which you are if this is a potential issue – then probably either:

                      • The things players can buy can influence the dice and might swing the results, but are generally not things that would completely change the complexion of a scene – you can get extra points in your Sword skill right before you duel a bad guy who fights with a sword of flame, but Fire Immunity is off the table.

                      Or else:

                      • The things players can buy can completely change the complexion of a scene and you’ve decided to embrace that and run with it.

                      And in either case I’m not sure adding a step like this is really the best use of your time. I’ve seen games that have this (or similar schemes, like time delays between when you buy something and when it shows up on your sheet), and for things like an intensely competitive PvP-focused game I could see it making sense, but generally I don’t think I’d bother.

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                      • JennkrystJ
                        Jennkryst @helvetica
                        last edited by

                        @helvetica said in MU Peeves Thread:

                        Is raising a skill mid-scene really that rampant of a problem that we really need to twist ourselves into knots over this? Like, do people do this for real or is this some mythologized outlier situation? Rather than preemptively punish everyone for one theoretical idiot, why not simply toss out that idiot if and when this occurs?

                        I gotta tell you, I was just in a scene rolling quite possibly my highest skill the entire time… and I still (hilariously, in a fun way) got my ass kicked by the dice. Specifically, basically a huge chicken attacked my ass. You can raise a skill all you want. It’s no guarantee.

                        Followup question - if a game makes it so you can only raise things via +job… do staffers processing those jobs also have to make sure you’re not doing any RP before raising stuff, lest THE DIRTY CHEATING happen, or whatever?

                        Mummy Pun? MUMMY PUN!
                        She/her

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