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    Faraday

    @Faraday

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    Best posts made by Faraday

    • RE: Historical Games Round 75

      @GF said in New Concept:

      if you can’t suspend your disbelief for less prejudice but can for God being a space squid who hates you, then maybe sit with that and really think about it.

      If it’s a fictional setting? I absolutely can suspend my disbelief for that. But history is established. Someone (sorry can’t find the quote) mentioned “it’s just the 1920s but without discrimination.”

      I don’t know what that means.

      I’m not being snarky. I hate discrimination with a burning passion in RL, and I fully respect someone not wanting to deal with that in their pretendy funtimes.

      The problem is that discrimination is so deeply baked into societal systems that it’s just not as simple to me as snapping your fingers and saying it doesn’t exist.

      Everyone always points to Wild West settings and says: “If you can imagine a world where the PCs don’t die of dysentery, why can’t you imagine a world without discrimination?”

      Easy. You’re not pretending dysentery doesn’t exist, you’re just saying the PCs are lucky enough to not contract it, or to contract it and survive – both of which actually happened.

      “A world without discrimination” is just not the same thing. How did it get that way? Let’s start from that Wild West setting…if racism isn’t a thing, then logically slavery wouldn’t have been. There wouldn’t have been a Civil War (or it would have gone very differently). Heck, the entire economic basis of the south would probably be dramatically different. Oh and would America even exist at all if not for the genocide against the native peoples? How far back do we go with this?

      If you want to do alt-history, that’s cool. That’s what Savage Skies did. They picked a divergence point (something about “when dragons appeared” IIRC) and then wrote the history from that point forward to explain why their imaginary world is different from our real world. It’s a bunch more work, but it addresses the issue cleanly.

      Less clean is “racism exists but we don’t want stories about it here” because of systemic discrimination. What about the laws of the land? What about PCs who have discrimination in their backstories? It gets thorny.

      I’m not telling people how they should RP. I just wish people would stop ascribing evil motivations to those of us who just have a hard time imagining a historical setting as an egalitarian utopia.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Wyrdhold Discusion

      @helvetica said in Wyrdhold Discusion:

      @Serafine Logs are publicly available, their placement on the site just isn’t in a very obvious location.

      I think their custom portal has a bug actually, because the “Recent” view on scene logs was initially blank for me. Once I switched it to “all” and back to “recent” it behaved itself. That might lead one to honestly believe there were no public logs.

      But it’s oh-so-pretty. Seriously. Kudos for the aesthetics.

      @Roz said in Wyrdhold Discusion:

      @Serafine said in Wyrdhold Discusion:

      True to its name, I’ve seen nothing but war and strife from ARES.

      I mean, Ares is just a codebase, it doesn’t really have any influence on whether or not there’s drama on a MU*.

      Whatever do you mean? I’m quite certain it’s the first and only MU codebase to ever see drama. I designed it special that way. 🤣

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Los Angeles 2043: A Blade Runner MUSH - Discussion

      @tsar said in Los Angeles 2043: A Blade Runner MUSH - Discussion:

      Man, thank you. Because this vague insinuation that Director bailed and crushed all these people’s hopes and dreams of stories really started to get my blood pressure up. He’s a really cool dude, who is engaging, funny, and a great time.

      I don’t know Director from Adam, but even if they did completely bail, so what?

      Staff are volunteers, and players are not entitled to anything from them that they are unwilling to give.

      If they open a game and close it the very next day because some horrible experience caused them to reconsider the whole thing? That’s their prerogative. If they open a game and close it the very next week because RL got too hard? That’s their business.

      Yes, it’s disappointing when games close. But guess what - even running YOUR OWN GAME doesn’t mean you’ll get a chance to finish the stories you imagined telling. Enjoy it while it lasts.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: But Why

      @De-Villefort said in But Why:

      I’ve been thinking about it and maybe I’m just mad because the Lords and Ladies type games are glorifying some of the worst kinds of people to have ever existed on the face of the earth.

      There have been Star Wars MUs where people play members/supporters of the literal fascist Empire; Wild West games where people play racists, outlaws, and robber barons; supernatural games where people play vampires and werewolves; and modern-day games where, indeed, people play super-rich elites.

      This fixation that fantasy settings are bad and other genres are good seems weirdly out of step with what people actually do in those other settings.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Staff Capacity

      People point to the staff tools and FS3 design in Ares as like: “This enables folks to run games with fewer staff,” and while that’s true, it’s backwards. Ares and FS3 were designed the way they are because games, including my own, were having trouble finding and keeping staff.

      I personally experienced too many cases of staff blowups or abandonment through the years, some of which harmed relationships with friends. So for the last decade or so, I run games myself. That means not only do I need tools to support that (see: Ares and FS3), I need game design to support that. So generally I stick to single-sphere, PVE, narrowly-focused games. ETA: Also with de-centralized storytelling like @L-B-Heuschkel described.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Pax Republica - Discussion

      @doodletilidie Be aware that if you allow players under 18 you’re subjecting yourself to the COPAA laws. Additionally, you may be opening yourself up to liability if you allow R-rated content on a wiki that is geared towards 13-year-olds (per your NSFW policy) or by allowing mature RP at all without the players involved having any means to verify the age of the people they’re playing with. Big can of worms. Don’t recommend.

      ETA: COPAA is specifically for under-13 but other regional laws may still apply for under-18s, especially European players. Still don’t recommend.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Song of Avaria

      @Kestrel That’s very interesting. I only skimmed the thread, so maybe I missed something, but I wouldn’t consider their attitude “disdain” so much as a different emphasis.

      We want people to be able to emote with each other while focusing on one thing at a time, not doing that awkward thing that plagues MUSHes where you end up addressing five people in a single emote and having five conversations at the same time.
      …
      What we’re trying to do here is provide an immersive atmosphere for a playstyle that resembles improv acting more than collaborative writing. It’s difficult and jarring to immersion when these two styles clash.

      Much as I enjoy MU RP, they’ve got a valid point, don’t they? I’ve literally had 1-on-1 MU scenes where there are three different conversation threads going simultaneously between the same two characters. Traditional MU paragraph style resembles neither organic character interaction nor normal creative writing.

      TGG, for instance, had shorter poses during action scenes by the necessity of the code. Storytelling still occurred within those constraints.

      Like they said, these are styles. Neither intrinsically better or worse than the other, but each having pros and cons. At least they’re up front about it and setting expectations about what they’re going for.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: AI PBs

      @RedRocket said in AI PBs:

      Everything the a.i. makes is entirely original.

      GenAI makes nothing original. Every single thing it does is algorithmically based on the work it’s been trained on. Without that trained work, they’ve got no product.

      That trained work was used without the permission of the creators. That is the crux of the lawsuits, and while the results have been mixed so far, I believe ultimately the creators will prevail in some form or another (probably a watered-down global licensing pool, but it’s at least something). I believe this because one of the cornerstones of the fair use doctrine is that the transformative work does not replace or compete with the original. That is demonstrably not the case here. This has been theft and plagiarism on a scale that would make Napster blush.

      ETA: The Getty and Disney lawsuits are probably the strongest, as they show pretty compelling evidence that their artwork/photos are baked into these GenAI tools to such a degree that it can faithfully reproduce them when prompted. It’s not just stylistic inspiration.

      @RedRocket said in AI PBs:

      The training process teaches it to draw in the same way humans learn to do art…

      GenAI does not learn in the same way a human does. It’s a false equivalence. People keep wanting to anthropomorphize these things like they’re actually intelligent, but they’re not. They’re fancy word- and image-predicting algorithms. Autocomplete on steroids. They do not fundamentally understand the world the way a human does. They have no actual creativity, insight, or originality. They match patterns and generate similar ones. They do it really well, which is why the tools work, but that is not the way humans think or learn.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: D&D Licensing Agreement

      @Pyrephox said in D&D Licensing Agreement:

      I don’t begrudge Hasbro making money off of D&D. There’s a lot of the merchandising and expansion of the IP that I love. I know it’s only there because it’s profitable, but as long as it’s fun, it’s good. However, I don’t like the way this thing has been played…

      That’s where I land. D&D is their product and they’re entitled to stop letting other people make money off it without getting a cut. But their terms are utterly ridiculous.

      It would be like me saying that not only was AresMUSH no longer free, but if you use it you have to send me all your game’s wiki/css/etc. that I can use for whatever I want without paying you a cent. That’s just absurd.

      posted in Other Games
      FaradayF
      Faraday
    • RE: IC Consequences and OOC Acceptance

      Some players will roll with things - I love that. But I’ve had some players quit over what I considered natural (non character-ending) consequences of their PCs’ actions, and others throw gigantic fits over the smallest of setbacks.

      PC death is my personal hot-button because it ends the story and makes you start over from scratch. That’s not fun for me, so I don’t play (or run) games like that.

      @SpaceKhomeini said in IC Consequences and OOC Acceptance:

      I usually operate under the assumption that the character I’m helming is largely an idiot and does idiot things that will result in idiotic self-owns.

      Sometimes I forget that I haven’t communicated this loudly enough with everyone around me and they get kind of cagey when I do stupid shit IC.

      The fact that this needs to be communicated at all is kind of emblematic of the core issue. Most players in my experience don’t want their character to come off looking bad (in their opinion) because they think it makes them look bad. There’s such an over-investment in IC success, glory, and coolness that if someone is actively trying to embrace natural consequences or have their character do something stupid, it’s looked upon with suspicion or disdain.

      posted in Game Gab
      FaradayF
      Faraday

    Latest posts made by Faraday

    • RE: When is the last time you played?

      @Yam said in When is the last time you played?:

      Has anyone seen a system that effectively incentivizes players to run things for other players?

      I don’t think this works, like, at a human nature level. People are generally not motivated to volunteer for things because you offer them peanuts. They might be motivated by altruism (it’s good for others) or self-interest (if everyone pitches in, I also get to play and have fun), or genuine enjoyment. But I don’t think most folks are going to be meaningfully motivated to do something hard by a tiny carrot.

      (I’m not saying you can’t reward someone to make them feel appreciated, just that it’s not an effective motivational tool on its own.)

      posted in Game Gab
      FaradayF
      Faraday
    • RE: When is the last time you played?

      @ham said in When is the last time you played?:

      The amount of fun we have on these games is really pretty largely up to us, and it doesn’t require newness or hotness. It requires effort.

      I agree with this. My experience is very different from a lot of folks here, I think. I make my own fun, and it doesn’t take a whole lot of people to do it with. I’m choosy about which games I play on, but once I choose a game? I’m usually there until they turn the lights off. (And on several occasions have spun off into sandboxes or sequel games to keep going even after that).

      @Testament said in When is the last time you played?:

      And with many people moving to play-by-post(like what Ares does and I say that with no hate),

      Ares lets people play how they wish to play. Yes there are many MU*ers who prefer async, but you only have to find a couple like-minded folks to get a healthy chunk of trad/live scenes going.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: "My Guy Syndrome"

      @Tez said in "My Guy Syndrome":

      What do you think this looks like in practice?

      I think maybe we’re just using different definitions. I’ve literally never heard of yes-and outside of improv acting. Here are a few quotes that reflect how it’s always been explained to me:

      a rule-of-thumb in improvisational theater that suggests that an improviser should accept what another improviser has stated (“yes”) and then expand on that line of thinking (“and”)… one should not reject the basic premises introduced by the other person (Wikipedia)

      There are no wrong ideas in improv. Every suggestion, no matter how outlandish or seemingly insignificant, is an opportunity to explore and create. By saying “yes, and,” improvisers open themselves up to endless possibilities and tap into a wellspring of creativity. It’s not just about agreeing with your scene partner; it’s also about building on their ideas, no matter how wacky they may seem. (Backstage)

      That is just so far from my experience MUSHing I can’t even.

      ETA: This “yes and” thing has probably tangented too far to be useful, but the reason I was brought it up originally is because I really don’t think this is the default MU behavior. Folks will consider other players, sure, but mostly they just do what’s fun for them, within the bounds of what they think their character would do. I think that’s why you get a lot of straying over into “my guy” territory.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: "My Guy Syndrome"

      @Roz said in "My Guy Syndrome":

      we’re not talking about TTRPGs, though; we’re talking about MU*s. they may take systems from TTRPGs, stats and dice and such, but the social structure of how players have to persistently interact is entirely different from a tabletop experience.

      Yes, I realize MUs are not TTRPGS (obviously). I said it was because of the TTRPG influence, which I believe came over along with the “stats and dice and such”.

      Seriously - have you seen “yes-and/no-but” as a commonplace principle in your MUSHing experience? Because I haven’t, even on games with a cooperative focus.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: "My Guy Syndrome"

      @Roz said in "My Guy Syndrome":

      i really don’t think anyone was likely intending citing this to mean they think everyone should literally be saying yes to everything every single time

      I was challenging it even as a general rule / starting point. “Yes, and…” is a perfectly valid improv technique, but that’s not the framework that most TTRPGs (and by proxy many MUs, which have one foot in their TTRPG roots) operate within.

      It’s not: “My character wants to shoot the Cylon.” “Yes, and…”

      More often it’s “roll for it” or even “no that isn’t going to work.”

      Again, I’m not saying you can’t approach things that way, I just don’t think most MUSHers do.

      That aside, I think @Trashcan raises an important point that “No, but…” is an equally valid improv response.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: "My Guy Syndrome"

      @chorus said in "My Guy Syndrome":

      Just in general, MUSH RP is a “yes, and” medium.

      It’s totally fine if a game sets that as an expectation, but that has NOT been my experience with MUSH RP in general. And as a staffer, I’ve seen entirely too many nonsensical, theme-breaking, logic-breaking requests for me to ever approach a game that way.

      Collaboration doesn’t mean always saying “yes” to everything. It means trying your best to find a mutually-fun solution, but also recognizing that sometimes people want opposite things and someone’s not going to get their idea of fun.

      @Roadspike said in "My Guy Syndrome":

      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?”

      Yeah, that can be fun - but I still think there’s nothing wrong with politely bowing out of a scene where your character just doesn’t fit.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: "My Guy Syndrome"

      @Ashkuri said in "My Guy Syndrome":

      I think in MUSH we see a lot of things like:

      But a lot of those things aren’t inherently bad. If your character wouldn’t think the planet is safe, and it’s really important to you to honor that, I don’t think it’s a cardinal sin to politely sit a scene out. Same for RPing out an IC grudge, or some of the other things you listed.

      “My guy syndrome”, for me, is all about attitude.

      “Hey, want to RP at the spaceport?”
      “Nah, my guy wouldn’t go do that part of town.” vs “Well, my guy has a thing against spaceports, but I’d be happy to RP with you at the marketplace.”

      “We’re going down to the planet for the plot.”
      “I’m not leaving - my guy wouldn’t think it’s safe.” vs. “Have fun! I’m going to sit this one out because my guy wouldn’t want to go down there.”

      There’s nothing wrong with being true to your character, as long as you’re not a jerk about it OOCly.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Non-toxic PvP

      @MisterBoring said in Non-toxic PvP:

      just clearly delineate IC vs OOC.

      If someone is having trouble delineating IC vs OOC when bad things happen to their character, I don’t think changing the letters is going to help.

      @MisterBoring said in Non-toxic PvP:

      For some people PvP bears the distinction that indeed the player of the character wishes to end the fun of other players.

      But sometimes they literally do. It’d be nice if we all lived in an ideal world where there was never any OOC bleed and everyone was a perfectly good sports, but that’s just not the case. Many people like PVP over PVE precisely because of the other P in the equation. It really IS about going up against other players and winning. That doesn’t mean it’s malicious, just competitive.

      Good sportsmanship is more about playing by the rules and not being an a-hole than it is about making sure the other person/team “has fun”. (Especially when your idea of fun is “I win” and so is theirs.)

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Non-toxic PvP

      @Juniper I do not understand the meaning of your cat.

      @Jumpscare said in Non-toxic PvP:

      But you cropped out half the definition. It doesn’t make sense without the second half:

      No, I read the second half. I consider “agreeing to fight but then refusing to fight back” to be in line with “being part of a high-conflict group and avoiding conflict”.

      Of course it’s better when players can cooperate and find a mutually-agreeable solution. But when it comes to PVP (or even CVC) that’s just not always the case. Sometimes people want opposite things and there really is no reasonable compromise.

      As long as the person is OOCly handling it well, I don’t really consider it to be “poor sportsmanship” (as someone else cited) if their character has sour grapes. Some characters are annoying ICly. Avoiding them has always worked well for me.

      posted in Game Gab
      FaradayF
      Faraday
    • RE: Non-toxic PvP

      @Juniper said in Non-toxic PvP:

      if I’m in the Pirate faction being a menace on the seven seas, I don’t want to be constantly having arguments with another pirate who believes a REAL pirate never takes another person’s property without permission, and I’m making life hard for pirates by giving them a bad name.

      OK, but… why are you constantly having that argument? Why aren’t you like “pfft whatever” to that guy? Why isn’t he being ostracized by the other pirates? For that matter, why is the captain even keeping him on board the ship?

      I don’t fundamentally have any objection to a PC going around saying that pirating is bad actually. But it seems to me that there are a million ways to deal with this issue ICly.

      @Kestrel said in Non-toxic PvP:

      With that said, and with the explicit caveat that I don’t see outliers as inherently problematic, it can and often does become a problem when the outlier ethos gets normalised in the setting it’s supposed to be pushing back against.

      For sure, outliers taken to extreme CAN skew theme. I also recall being on The 100, and being a bit peeved because my PC (who was trying to stick to the established theme) was constantly being undermined by the outliers.

      In such a circumstance, staff has two choices: limit/control the outliers, or allow theme to drift organically from what was originally established. Neither is right or wrong, but the stance should be made clear so all players are on the same page.

      posted in Game Gab
      FaradayF
      Faraday