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    KestrelK Online
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    Kestrel

    @Kestrel

    Profile art: Fade to Light, by Yuumei

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    • RE: MU Peeves Thread

      AI is ruining this hobby. That’s my gripe. It’s ruining my respect for players, staff, my interest in games, my desire to RP. I see old friends whose original writing I’ve always enjoyed, flaunting AI use in a way that makes me feel like they must have never even appreciated their own talent as much as I did. I see promising games lose all promise the second I step on grid and see a sea of AI slop. And I see younger generation, newer players defending it in a way that makes me feel like the future of this hobby is just dead for me, an old fogey whose love of authentic human creativity, warts and all, makes me old-fashioned.

      I hate it. I hate it on a spiritual and existential level.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      Had a friend who consistently talked shit about other people in the hobby, and wrote them off over the most minor provocations which were generally misunderstandings.

      I feel like over the years of our friendship, I have accumulated hours of lost energy trying to smooth things over between them and mostly benign enemies they’d misinterpreted, but I did it because I knew that at least some of the time their concerns were founded. and so it made sense to be extra guarded even over times where concerns weren’t founded. And I’d consistently defend them to other people as being a genuinely good person and a phenomenal writer/RPer, just someone who’s a bit touchy and needs some patience/understanding.

      I guess idk why I’d be surprised after all these years to find myself on the other end of the stick, discarded and written off and shit-talked to our mutual friends, but ouch, does the feeling of betrayal really sting.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: Pets!

      My muddy chaos demon

      splat

      posted in No Escape from Reality
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      My peeve is me. I want to get back into MU*ing, and have not one, but two games lined up that I want to check out. (Maybe even three if for whatever reason the first two don’t work out!) Both are run by friends whom I respect and admire; whose creative projects I want to support; and whose ability to run good, healthy games that I’d enjoy I have complete faith in.

      It’s just been so long since I’ve fully invested in a MU* that I feel like I’ve practically forgotten how to. I’ve been in creative lulls like this before, and I know that if I just get my foot in the door, roll up a character and get myself into a scene, it’ll all come back in an instant, like I never left the hobby at all. I’m just finding that initial step weirdly harder to surmount than it should be.

      To the multiple friends who might be reading this, and to whom I’ve made empty promises about rolling up to hang out with on a MU* in recent months, I’m sorry. It’s really not you, it’s me. (A phrase I know always feels like bullshit on the receiving end, yet is legit, in this case, true.)

      It's me hi


      Marginally related peeve that I’m sure other alumni of this game can relate to: I hate the extent to which PHSD (Post-HavenRPG Stress Disorder) lives rent-free in my mind. Experiences on that game have made me intensely skittish at the very first sign of red flags on any other game I’ve checked out since, and permanently damaged my ability to put faith in game staff on the whole. It’s not the main reason I’ve been flakey about checking out the two aforementioned MU* run by friends of mine, but it has made me bail a lot quicker than others deem reasonable, on other projects, recently.

      When there are so many good gamerunners out there whose proven track record makes me feel safe to put my complete trust in, it just no longer feels worth it sticking around after the first sign of trouble anywhere else, hoping/expecting things might get better or continuing to make excuses for staffers displaying strong red flags. I did that for years longer than I should’ve on HavenRPG, and I’m not prepared to do that for a day longer anywhere else.

      It also makes me feel much stronger appreciation and gratitude to those gamerunners out there who’ve proven their commitment to their players’ safety time and time again. And to these boards as well, which promote healthy communities & staff practices, and which hold the hobby to a higher standard than I’m regrettably used to seeing.

      There are a number of posters here on these boards who don’t know me at all, whom I’ve never spoken to one on one, whose positive contributions to this community have meant a lot more to me than they could possibly realise.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: Good things in Mushing

      Finding out someone I felt uncomfortable with, but not uncomfortable enough to openly voice my objections to:

      1. Actually has a known history of much more serious permutations of this behaviour on other games
      2. Was already shown the door on my current game without me needing to say anything

      Thank u yes I knew I wasn’t just crazy, and I am so happy to know I’m now playing on a game with safe, healthy, vigilant staff.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      I totally feel for people saying they don’t page people because they feel anxious etc.

      My quibble is that, while I have no official numbers, I estimate that if I were to take a poll, 90% of this hobby would say they are anxious/autistic/depressed etc.

      I hold it against no one for not making the first move. But I do think that past a certain point of familiarity, if you’ve been playing with someone for a long time, and you care about them, you are morally obligated on some level to force yourself to be the one who reaches out and initiates stuff from time to time. It’s the same with relationships. I’d be sad and insecure if my partner was always dtf when prompted but never initiated. I’d wonder if they actually like me or just like that I’m convenient.

      Labour isn’t easy for anyone but you should still make the effort for people you value. Otherwise they won’t know you value them. You wouldn’t like feeling that way. That’s why you like it when they do the work, right?

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      Every few days I wake up feeling creatively inspired and motivated to start something new. Roll up a new concept, join a new game/community, maybe even start my own game. The ideas and plans really turn into these full-fledged beings and worlds just begging to be written. Sometimes I even reach out to friends on Discord and let them know that I’m warming up to dive back into MU*dom or that I want to embark on an ambitious project.

      Unfortunately, then I look at the date and realise I’m already late to meet RL deadlines. In the background, my mysteriously athletic Siberian Husky (seriously, how and when did my pandemic puppy get this buff?) makes her stance clear that if I’m awake enough to be sitting at my laptop, I am definitely awake enough to be giving her the first of 2-3 hours of exercise she’s owed, and no amount of focus will be permitted today until she’s been tired into a coma. And so the muse continuously dies unspent.

      I miss escapism and creative writing.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      The inevitable paranoia I constantly feel when friends talk shit about our other friends, and then I can’t help but wonder what they’re probably also saying about me.

      Part RL peeve I suppose, but we are a gossipy hobby.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      eggshells 🫤

      Feeling like … I can only scene with you as long as I am very polite and mindful and watch my step and am on my best behaviour. Which is a very reasonable thing to expect of anyone. But also I don’t like feeling tense like that, so if RP always feels like a first date or a job interview, I think I would rather just avoid and hang out with friends who take themselves less seriously and let me fart around.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: Bannings

      @Testament said in Bannings:

      @Herja While I realistically wouldn’t expect it, I however would not be surprised if they somehow did the mental gymnastics to allow either Cullen or Dropkick to start posting there(I’m pointedly not including DWOPP in that because I can’t imagine any MSB staff being so oblivious to be okay with that). I would rate the things that Cullen did and what Hella/VK did to pretty near each other. So if they let one of them there…

      Like I said, I’m not expecting but, also my expectations are exceedingly low at this point.

      I would just like to say, loud and clear, in case anyone missed or somehow doubts this memo, that Cullen’s player is an actual, literal, real-life rapist.

      I would love to post receipts. Dearly I would. Unfortunately that would be A) doxxing him & B) not my story to tell, not my receipts to share, and not one of his victims’ duty to publicly bare their trauma for the satisfaction of sealioning, misogynistic chodes.

      I cannot adequately express the degree of livid I feel at some of the insinuations made on MSB these past few weeks; or how much it sickens my stomach to imagine that anyone would argue he deserves to be allowed back into community he’s abused for years to do it all. Over. Again.

      I do not believe in second chances, not for him. He’s had a hundred already and abused them all. No.

      But I hope making that case, or at the very least making light of the notion, is worth the internet points that MSB’s new boys’ club gets to reap at the expense of other people’s trauma. A categorical fuck you. Check your privilege, “simplications”.

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

      @L.-B.-Heuschkel

      I don’t think that liking PvP in a creative writing game is necessarily about being competitive. At least for me it never has been. It’s about wanting tension and conflict to drive the narrative.

      E.g., I play a witch, you play a witch-hunter. The goal here isn’t to “win”, it’s to use our characters’ different ideologies about magic/religion/sin to tell a story. I might enjoy being captured/interrogated/blackmailed or put on trial IC just as much as I’d enjoy getting away with it and winding up your religious character, so the goal is obviously not competitive so long as we both have a clear understanding that we are not our characters, and this is all just pretendy-fun-times.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: Mu* and history and time

      @bear_necessities said:

      I was a volunteer on IRE! Ask me anything lol I never had an issue as a volunteer, except for other players. I also knew Matt Mihaly and some of his team. They were nice people (at least to me) and I never heard any complaints from the paid staff. But I’m sure it happened, and I’m sure that some paid staff and volunteers had bad experiences, if only because it was really the wild west era of MUDing and in general some people are terrible to other people online.

      I do think the model was predatory, but I believe that about any micro-transaction sort of situation. I spent a considerable amount of money on IRE games and never got anywhere, mostly because I didn’t understand how to make triggers.

      👀 I was also IRE staff. The team I was in had more backstabbing and politics than Game of Thrones. I wasn’t too heavily involved, because I was 18 and real life was still new and exciting and full of promise that didn’t depend on the whims of pretend-Gods online. But for instance I watched multiple “volunteers” being cajoled into essentially working a full-time job at that company, unpaid, expected to be on-call all day, all for the promise of a dangled carrot of maybe, just maybe, if you keep up all this hard work, we might consider you for a paid position. And the older I’ve gotten, and the more I’ve looked back, the more I’ve realised how incredibly fucked up and completely disgusting that was.

      I mean they pick these volunteers from a crop of the most dedicated/addicted players who have generally spent a lot of money on this game, invested their identity into it, are desperate for approval, and then keep milking that need through the false promise that there’s a chance that if they keep buying in like that, and in fact even harder since they’re not even players/customers anymore, but staff with duties, then they might eventually end up recouping their investment, turning their addiction/hobby into their dream job. Take into account the wealth disparity that some of these hopeful volunteers weren’t American, but earning below the American equivalent of minimum wage in their countries, and they really believed an IRE Producer’s salary could be their golden ticket.

      Then there’s the whole ego aspect of being in this parasocial position where other players refer to you as a God, and I know because I was one. It wasn’t just IC, I had a full-on fanclub who would get excited anytime I dropped even a single syllable their way. That kind of power-dynamic weirded me out and made me intensely uncomfortable, but what concerned me even more was to see other Gods so readily leaning into it, in-game and off-game too.

      Whole thing was unhealthy for everyone involved IMO, and since I have friends still involved with IRE, I know it’s not completely a thing of the past.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: Mu* and history and time

      @bear_necessities

      Yeah IRE’s “free-to-play” model was always incredibly predatory. I actually think how they treat both their “volunteers” and even paid staff might be worse. But that’s a rant for another thread and another day.

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

      I think the “I need to be winning” mindset isn’t discouraged by PvE at all, tbh.

      There are toxic reasons why some players prefer PvP, but I also think there are toxic reasons why some players prefer PvE. Like, is it because they want to collaborate with other players? Or is it because their persistently obnoxious behaviour tends to invite challenge, and they’d prefer an environment where they won’t be, and the person doing that is the bad guy?

      The type of toxic player I see on a PvP game is someone who needs to prove they can take out other players.

      The type of toxic player I see on PvE games is a self-insert power fantasy who acts like if you don’t agree with everything their character says/does, and stroke their ego, you’re being rude.

      The chill type of player I see on a PvP game is someone who separates themselves from their character, intentionally wrote in flaws and exploitable secrets, and looks forward to other players using those pressure points to drive the story forward.

      The chill type of player I see on a PvE game is someone who enjoys being part of an ensemble cast working together to solve the main story’s problem.

      But I just don’t really buy into the idea that PvP/PvE inherently inspires a higher calibre of players.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: Mu* and history and time

      I’m not really a MUSHer, or at least I wouldn’t describe myself that way, but I do consider myself a part of “this hobby”. I would more broadly consider myself a text-gamer or a MU*er. I’m making that distinction since the OP focuses mostly on MUSH history. I’ve played MUSH and happily would again, but it’s not the main kind of text-game I play.

      So with that perspective in mind, I don’t think this hobby will ever really be consigned to the annals of history, because I think that text-games scratch a very specific itch that no amount of graphics can ever fully replace. They used to be more popular before graphical games took over, but the people who still play them now are those who actually always liked the genre just for what it was, not simply because it was all we had available.

      What may happen (and has already been happening for a very long time) is that it evolves, and I think that’s fine, and good, and not a tragedy. It’s why I don’t really call myself a MUSHer. There are many other kinds of games that fulfil the same function that MUSHes do.

      In terms of preserving history, I think that what would interest me most would be any kind of effort to try and trace the history of that exact evolution. From the first game that called itself a MUD, to the first game that called itself a MUSH; to authors and academics who’ve tried to write about the hobby in various ways, to varying degrees of success; all the major forums and websites and chat servers where fans of the hobby have congregated, even major schisms like the the MSB/BMD split; various controversies over the years like MUDs with exploitative business models, plagiarism and copyright allegations, child-safety concerns, GenAI, attitudes towards played-bys, art commissions, accessibility awareness; PvE vs PvP perspectives, and other game design philosophies; MU* taxonomy, clients, engines, and ways the genre has shifted over time from exclusively text-based to incorporating graphics.

      I think this would be beneficial because despite how fractured the hobby is, it’s a lot larger, historied, and interconnected than many people realise. MUSH players could benefit from learning more about alternative mediums like RP-focused MUDs, and vice versa. There’s so much multi-directional influence that many people, including myself, aren’t aware of. (I literally don’t know what a MOO or MUCK is.) Maybe an effort to catalogue that kind of history could encourage more cross-pollination, and invigorate the hobby.

      The day-to-day stories that were lost, I personally care less about. Books are infinite, stories are infinite, but maybe this thread has inspired me to think more about ways the history of the medium itself could be preserved.

      As for the last question, I’ll be honest: I’ve definitely spent more time in specific corners of this hobby than was beneficial or healthy for me, but I don’t regret my participation altogether, and will continue to participate.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: RL Peeves

      Most of my peeves these days are AI related, here’s another one:

      I hate that I’ve stopped using em-dashes even when they’re objectively the best punctuation choice in a sentence, and that I’ve mindfully changed my intuitive writing style, in order to avoid being interpreted as AI.

      posted in No Escape from Reality
      KestrelK
      Kestrel
    • RE: Filtering player temperament through game design

      @Ominous

      This is more to do with media genres in a broader sense than game design, but I think that if you’re working on a storytelling game, it applies.

      —>Also, here is a big fat disclaimer that this describes trends, not individual tastes<—

      So the two (commonly measured) personality traits that I personally would care most about in a large/open playerbase are empathy and openness to experience. It doesn’t matter as much in a TTRPG small group of friends, but if you wanted to open a MUD that anyone can join under an anonymous username, you ideally want to cultivate a playerbase that’s prosocial, considerate, and more likely to yes-and than no-but or poo-poo other people’s fun.

      There are actually a whole bunch of studies that have looked at the way consuming literature can either develop a reader’s empathy, or may be motivated by high empathy to begin with. For example, this 2013 article demonstrated that when readers feel emotionally transported into the narrative, it had a positive effect on their empathy over time. So in theory if I wanted to design a game that encourages players to experience greater empathy for other players, I might want to consider tools that provide an insight into other characters’ inner workings. For example, I could incentivise in-character journal entries, incorporate IC mind-reading/telepathy/psychic tools that let one character gain insight into another character’s emotional state or thoughts, etc. This study showed something similar, though I’ll note it later had some replication issues that, IMO, could be explained by the way the previous article focused not just on “reading fiction”, but how we read/experience fiction.

      More recently in 2025, a study looked at the film genres preferred by college students and found some correlations between genre preference and OCEAN personality traits. The most useful finding for me in this is that mystery correlates with openness to experience, because “mystery” doesn’t have to be a standalone genre, it’s something you can incorporate into any game. And anecdotally I’ve noticed that whenever a game has some big central puzzle theme, a lot of people really hate it and don’t care about it, but they tend not to be players I like playing with anyway. So … good?

      There are also a lot of small-scale tools you could incorporate to encourage mystery, and you could even combine them with tools I suggested in the previous paragraph. For instance, if you encouraged characters to write up personal secrets, you could then also add another tool that allows other characters to uncover them in fragments. You could have some kind of psychic power that allows multiple characters to pool together their energy, and then each one has a chance to uncover a different portion of their target’s inner thoughts/feelings/goals etc. Rather than having journal entries be public automatically, you could design a system that both rewards writing them, and rewards uncovering someone else’s journal entries by going through their house or something.

      Lastly, and this may be controversial because I know the hobby loves this genre, but I think I would personally avoid horror as a central theme, based on this metastudy. And again, going back to the big fat disclaimer, this isn’t a criticism of individual tastes; I love lots of horror films! Obsession was great. But horror fans trend younger and lower in empathy. So what I would expect to see is that while the majority of players on any horror game are normal and chill, the extreme types of problem-players would probably be a little more extreme.

      posted in Game Gab
      KestrelK
      Kestrel
    • Filtering player temperament through game design

      For people who have either created games, or are at any stage of the creative process to attempt it, I’m wondering:

      Are there aspects of your game design that exist almost as an intentional net to filter certain player temperaments?

      Some examples might be an arbitrary chargen requirement meant to excite/repel certain players out the gate. Or purposely overdeveloping social skill options, because you find Might Is Right style players offputting.

      For my part, I recently found myself deep-diving some studies on how preferences for certain genres and literary themes correlate with certain personality traits. It has me second-guessing the genre I want to focus on, and looking into ways to incorporate themes that might better appeal to players I’d like having.

      I remember also talking to a game dev who was very hurt by how badly some bad actors had spoken about a game they’d made. On the other hand, I said it was actually a very good sign that such shitty players find the game unplayable, and a sign of good game design — since it didn’t have the kinds of tools they needed to fully enable shittiness, but was rife with prosocial and storytelling tools they found pointless.

      posted in Game Gab
      KestrelK
      Kestrel
    • RE: MU Peeves Thread

      EDIT: Apparently misread.

      posted in Rough and Rowdy
      KestrelK
      Kestrel
    • RE: RL Peeves

      @Gashlycrumb said:

      It’s horrible. I’m not sure what a therapist could do about it, though.

      […]

      There’s probably some super-expert therapist out there who teaches other therapists how to deal with this, but it does sound like a hell of a challenge and a special skill.

      Disclaimer that I’m not a therapist/doctor of any kind, but my understanding is that mentalisation therapy (MBT) can be effective on abusive types if they’re at the point where they actually want to change. That can sometimes happen after they’ve burned every last bridge and start to gain an inkling that they might be the problem, but don’t bank on it.

      What I’m probably more qualified to say is what helped me personally, which is letting go. Like I would just stop spending so much energy wondering what’s wrong with them, and how they can be helped, and why they did what they did, and how they can be made to understand your perspective, etc. In a way they’re still controlling you when you have this mindset because your inner world still revolves around them, and you wanna snatch that right back and instead start thinking about who you are, and what you want, and all the cool things you can do without all that dead weight dragging you down, regardless of whatever irrelevant motives they had for all the nonsense they caused.

      I have a family member who’s genuinely very insane, whom I still have to see on occasion. And I’ve come to just think of them as a cat. A cat has no intention to hurt you. A cat isn’t thinking about you at all. A cat doesn’t knock the glass off the counter or bite your feet and scratch up your legs in the night because of some misunderstanding, miscommunication, or wrongdoing on your part, they’re just doing what cats do. And no amount of tearfully explaining to that cat how important it is to you that they don’t knock the glass off the counter is gonna make them understand or care or not do it, because they’re a cat and have a cat brain. And it doesn’t make the cat evil, it just makes them a cat, they literally cannot comprehend evil. There’s no reason to ever take anything a cat does personally; they’re a cat. So then whenever I see this person and they act insane or make inappropriate comments about my body or whatever else I can just think: cat, and compartmentalise all their lunacy separate from any standards or thoughts or feelings I would ordinarily apply to interactions with an actual human being. Oh and you know, don’t try to rub their belly when you know it’s a trap.

      That’s what helps me, anyway.

      posted in No Escape from Reality
      KestrelK
      Kestrel