Brand MU Day
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Register
    • Login

    Scenes within Scenes

    Scheduled Pinned Locked Moved Game Gab
    13 Posts 12 Posters 164 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • saoS
      sao @Yam
      last edited by

      @Yam I like them when there is a scene going on that it is my IC role to watch. Watching by itself is boring but kibbitzing privately with people at the same table as me is fun. It is a pain in the ass to log though.

      I don’t find it very useful when all it does is put stuff at the beginning of a pose, though. I get why it exists but my brain is inherently cluttered so it doesn’t work well for me.

      let it be a challenge to you

      1 Reply Last reply Reply Quote 3
      • AshkuriA
        Ashkuri @Yam
        last edited by

        Back on FORT BLOODSHED (of ‘staff sent wild animals to ruin my canoodling’ fame) table talk was routed to a channel staff could see, and the staff characters would show up and accost you if you were saying something they didn’t like. That was about 10,000 years ago and I’m still wary of table talk.

        But more genuinely, I think there’s pros and cons. It allows a smaller conversation during a giant scene, but rare are the games these days in which such giant scenes still occur. It can create some drama when you get left out of a tabletalk or someone poses to the room “Wow look at Ashkuri he is such an expired salami lol lmao” and then goes “oh sorry that was meant for my table!”

        I think for Ares games, whose logging features do not mesh well with tabletalk as it was known in other formats, the “side scene” is better: spinning up another scene where you and your friend(s) have that small conversation from the party in the smaller group.

        FaradayF 1 Reply Last reply Reply Quote 4
        • FaradayF
          Faraday @Ashkuri
          last edited by

          @Ashkuri Ares has built-in places feature that simply identifies chat happening in different places. It doesn’t mess up the log because nothing is hidden from anyone.

          1 Reply Last reply Reply Quote 2
          • bear_necessitiesB
            bear_necessities
            last edited by

            I never found places useful. It doesn’t add anything to the scene. It always sort of seemed like in games with places code, it was just the place to go to talk shit privately in a public event or finger each other or something lol.

            In Ares, I really find places to be distracting and I haven’t seen it used in any meaningful way.

            FaradayF 1 Reply Last reply Reply Quote 0
            • FaradayF
              Faraday @bear_necessities
              last edited by

              @bear_necessities said in Scenes within Scenes:

              In Ares, I really find places to be distracting and I haven’t seen it used in any meaningful way.

              I don’t really like them much either, but I absolutely hated the old-school places systems so… meh.

              1 Reply Last reply Reply Quote 0
              • J
                Juniper
                last edited by

                I don’t like them. There’s no real reason RP should be invisible to the room simply because it occurred at a table, and it ends up being used so people can have their secret conversation while also being able to see everything else that happened in the room.

                It’s a hugely requested feature on games that don’t have it. But if a scene is so busy that you need to split it up, just do that? Move to a different room. Take your friends onto the balcony. Actually commit to moving far enough away to experience some quiet. Don’t just move to a table and listen to everything anyway.

                RozR 1 Reply Last reply Reply Quote 4
                • somasatoriS
                  somasatori
                  last edited by

                  The only times I found places remotely useful were in very, very large scenes – typically big sphere meetings, where you could organize talk to just your specific group of players you wanted to play with. However, that always made those big scenes feel like “this meeting could have been an email” occasions since no one is really engaging with the meeting in any meaningful way.

                  I’m with @Juniper in that it doesn’t make a lot of narrative sense to have a place where I’m functionally unable to be heard. That seems like it should just be another room.

                  "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                  Italo Calvino, The Castle of Crossed Destines

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

                    I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.

                    I’ve used the Ares places code in large combat scenes to highlight what area of the battlefield players are posing from, but since as a GM, I can’t pose to a specific place without changing places regularly, my GM poses don’t have a places tag. That’s okay, but it loses some of what’s useful about the Ares places code: highlighting what’s happening near your character.

                    Formerly known as Seraphim73 (he/him)

                    1 Reply Last reply Reply Quote 2
                    • KarmaBumK
                      KarmaBum
                      last edited by

                      Through the early 2000s, the big Pern games had strict building quotas, so areas couldn’t actually build rooms for everything. Your builder might get a 20-room quota, so admin had to prioritize. It wasn’t uncommon to have 30+ people in the Galleries room, all watching and reacting to the same Hatching room scene, which also has 10+ people posing in it, so having places helped minimize the spam. The galleries might have four sections in it, so you’d be seeing the big event spam and then mostly just the 5-10 people your PC was actually close enough to talk to.

                      And all the people apologizing for forgetting to use the places code. 😄

                      I remember on at least one WoD game, the code interacted with code for things like heightened senses and obfuscation. People could drop into table-talk to avoid having an invisible character eavesdrop, and/or certain characters could eavesdrop if they had the right stats.

                      It was a nice bauble - not unlike mutter code that would replace random bits of dialogue with ellipses, or language code that only translated things if you had the right stats.

                      1 Reply Last reply Reply Quote 0
                      • RozR
                        Roz @Juniper
                        last edited by

                        i am a FAN of the traditional places/tabletalk system; i have been at countless big event scenes that would have felt entirely unmanageable without them.

                        @Juniper said in Scenes within Scenes:

                        But if a scene is so busy that you need to split it up, just do that? Move to a different room. Take your friends onto the balcony. Actually commit to moving far enough away to experience some quiet. Don’t just move to a table and listen to everything anyway.

                        the situations where i have most often used tabletalk/places code, that’s just not viable due to the nature of the scene. it would generally be at a large event of some kind where there’s specific need or reason to stay in the main room for the events going on.

                        @Roadspike said in Scenes within Scenes:

                        I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.

                        that reasoning has honestly never occurred to me. for me, places/tt has always been about making large scenes more manageable by reducing the overall spam levels.

                        she/her | playlist

                        H 1 Reply Last reply Reply Quote 1
                        • H
                          howyadoin @Roz
                          last edited by

                          @Roz said in Scenes within Scenes:

                          @Roadspike said in Scenes within Scenes:

                          I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.

                          that reasoning has honestly never occurred to me. for me, places/tt has always been about making large scenes more manageable by reducing the overall spam levels.

                          That reasoning has definitely occurred to me and is fully legitimate as a reasoning because - well - not everyone can control themselves when there’s tea / a great pun opportunity / or a fantastic ‘that’s what she said!’ just hanging there for the taking.

                          But the real purpose of table talk is to isolate the inane peanut gallery chatter from the actual important shit going on.

                          And also to make mostly one-way scenes (such as sermons, lectures, ceremonies, giant meetings and concerts) less boring.

                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post