Eddie is certainly doing a good job of making the original accusations seem very likely to be spot on.

Best posts made by L. B. Heuschkel
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RE: Star Wars Age of Alliances: Hadrix and Cujo
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RE: RL Peeves
@Coin 500 words a day. Every day. It worked for Terry Pratchett.
Moreover, it worked for me. I finally published my first this spring.
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RE: MU Peeves Thread
@kalakh I had somebody pull the âsome people expressed concern to meâ line on me as late as last week.
There is only one appropriate answer. If these people will not stand up themselves and voice their concerns, or at the very least allow their names to be used, then their complaint is invalid.
People with concerns should go to staff and make themselves known. At the very least they should allow the person they pick to talk to staff to identify them. Because itâs bloody easy to pull âsome people agree with me, actually everyone doesâ out of your arse, and there is no way to verify that these people even exist.
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RE: Good things in Mushing
Being a disabled person who can only leave the house with a helper and isnât even able to drive a car themselves â and still being able to be part of a community of people and have a social life.
Thatâs what Mushing is for me.
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RE: What Makes a Healthy Community and How to Deal When it Isn't
Agreed. Tone policing is essentially a tool to silence those whose polite protests got them nothing, in order to maintain the status quo.
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RE: MU Peeves Thread
I had one of those sleepless nights where old stuff finishes ruminating in your mind and finally bubbles to the surface. Now to unload it so I can go on to other ruminations.
Red flags. Iâve had a few experiences in this hobby with people who I would, without being a medical professional, definitely armchair diagnose as malignant narcissists at worst â and players who use and discard other players like NPCs at best.
If somebody says this to you in a private conversation, run.
âI have a black belt in charm.â
âI am/we are the darlings/power couple of the game.â
âI can win anyone over.â
âMany players are jealous of my success but I know youâre different.â
âI play for me, others will have to find their own fun.âAnd other things like them, Iâm sure.
These statements arenât all one hundred per cent wrong: We are all responsible for finding our own fun instead of having it served up on a plate, for example.
But theyâre also all direct quotes from people who â well, letâs just say that I donât need to talk to any of those people again.
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RE: IC Consequences and OOC Acceptance
Personally, my experience is that people are willing to accept amazing and terrifying amounts of consequences, even very negative such, as long as they feel that it matters.
No one wants their character to lose a leg and no one cares. But if losing a leg means the villain gets outed and everyone goes around all âthank you for your sacrificeâ, then itâs juuuuuust fine.
People want to matter.
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RE: MU Peeves Thread
On popular request: The story of the girl who thought she was marrying my partner.
So, this was back in the 1990s â 'round 96 if I remember correctly. The date matters because cybersecurity and whatnot really wasnât a big thing yet. Partner and I both played on LegendMUD.
Partner hung out a lot with a chick from Detroit and her friends. I had my crowd I went stabbing things with so nothing unusual there.
One day, a large care package arrived. Chocolate, a vinyl with âour songâ, Red Sox kit (partner has no interest in hockey), scented candles.
In retrospect, this is where we should have started to question but, we werenât really sure what to think.
Then she announced to partner that sheâd bought the plane tickets and was arriving in a couple of weeks. Couldnât wait to get married!
That, of course, rang all the alarm bells and set off an investigation on the game â where I was a builder at the time so I had a pretty decent rapport with the admins.
Partner had complained a few times that they lost gear or logged into the game somewhere else than expected. Theyâre a forgetful type though, soâŚ
So the admins looked through paging history and private correspondence. And it turned out that some other guy from Denmark had been logging the character in and, to be blunt, convinced this American girl to come to Denmark to marry him.
This is where the obvious question is, how the hell can I trust partner to not be the culprit? Well. To be just as blunt again â partnerâs English levels arenât up to what those pages and letters contained.
Needless to say there was quite an uproar. Girl accused partner of abuse and gaslighting â other guy denied everything â and obviously, the trip to Europe was cancelled, more so when girl found out that partner and I were in fact already married.
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RE: Pets!
https://twitter.com/lbheuschkel/status/1536026867471466496
Have to link the video rather than a picture. Those are my girls, running around for the joy of life.
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RE: MU Peeves Thread
Not just youth. Also standards.
When I was 25 and had all night and nothing to compare with, I would jump into anything. Even the most atrocious, brain-numbing roleplay was good roleplay.
Now Iâm 51 and I donât have all night and Iâm not going to waste time and energy on stuff thatâs boring the hell out of me while hoping that a miracle happens.
Latest posts made by L. B. Heuschkel
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RE: The 3-Month Players
@Faraday said in The 3-Month Players:
@L-B-Heuschkel said in The 3-Month Players:
Smaller but invested. It sounds harsh, but itâs not those March violets you need to invest in as a game runner. They come with great enthusiasm â and they bail with just as much enthusiasm when the next game opens. Itâs the other players you need to invest in â the ones who will stick around for a longer time. Those who came looking for a community to move into and stay in.
I think this is where we see things differently. Of course I canât speak for everyone, but in my experienceâthe majority of players want to stick around. MUSHers come to tell stories and build IC relationships. Thatâs the long game. Itâs not like a MMO or single-player game where everyoneâs always drawn to âthe new shinyâ. The biggest reason they move on to a new game is that the one theyâre on isnât meeting that need.
But thatâs my point, in a way. If your game doesnât offer enough for them to become long-term invested, they will bail for the next shiny.
The real issue, as I see it, is how to make your game interesting enough. As BN said above â getting a cool idea for a setting is easy but what will people actually RP?
I donât have a golden answer, unfortunately. Sometimes, you strike gold. Sometimes, you donât.
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RE: The 3-Month Players
@Ashkuri said in The 3-Month Players:
Then the next Ares game has The Bubble for a couple months⌠then the next, leaving the old game(s) with a much, much smaller player base of longer-term residents.Smaller but invested. It sounds harsh, but itâs not those March violets you need to invest in as a game runner. They come with great enthusiasm â and they bail with just as much enthusiasm when the next game opens. Itâs the other players you need to invest in â the ones who will stick around for a longer time. Those who came looking for a community to move into and stay in.
That, of course, begs the question of how to tell whoâs who so you know where to invest your spoons.
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RE: Why MUSH?
@Faraday The way I interpret it is, the better your thing is, the more players will end up in cathegory three.
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RE: Why MUSH?
@Third-Eye I can relate to that. I used to look for older, established games too. Of course, thatâs not exactly helping new games become established.
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RE: Why MUSH?
@MisterBoring said in Why MUSH?:
Is three months the sweet spot for a MU?
Actually, yes. It is. Story time!
Once upon a time when the Earth was young and I first became staff on a MUD (LegendMUD for ye curious) in the late 1990s, Raph Koster was one of the implementors (you may know him as Ultima Onlineâs Designer Dragon). No, Iâm not name dropping here â I think I talked to him twice, itâs not like I know him. (His wife is awesome, though).
Anyhow. Raph Koster did a study on this and reported his findings. There are three cut-off points.
Three months: The average time a player will spend on a game, any game. Once the new shine and sparkle has worn off, many move on to the next new thing.
Eight months: Those who were severely and firmly hooked have now done it all. They start to look for expansions, new things â and end up wandering off to elsewhere in pursuit of those things.
Forever: And finally, there is a core group of players who have found a home. Nothing short of pulling the plug on the game will get these guys to move on.
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RE: Metaplot: What and How
@Tez Keys did not invent the wheel re: portal, stargate, fanfiction, whatever term you prefer games. Itâs a trope because it works: It gives you a lot of creative freedom.
I wouldnât say that changes to the homebase region or overall story are entirely out of the question. As staff, we do quietly nudge things here and there. But on the whole, players seem very happy with having the peace and quiet (read: not being looked over the shoulder) to create their own storylines, some of which have consequences that can be felt back home too, through how the characters are affected.
There will likely come a time when the status quo begins to feel well tested and tried and maybe a little old. When that happens, weâll shake the dice bag and pull some rugs out under people. Change is good, at the pace that works.
@Faraday said in Metaplot: What and How:
Canât speak to LBâs game, but thatâs how it was on BSGU. Folks could run missions of their own whenever they wanted. (Also other plots connected to the war, though folks rarely did so.) But they couldnât affect the overall trajectory of the war without staff approval and coordination. This was spelled out in the game policies, so if that was a deal-breaker for someone, they could decide that before playing.
This. Itâs on the landing page of Keysâ website. If not being able to âsolveâ the metaplot is a deal-breaker, thereâs no point in wasting your time with the rest.
@Warma-Sheen said in Metaplot: What and How:
If the metaplot canât be affected by the players in any meaningful way (or at least work towards being able to affect it), thatâs not a metaplot (usually). Its just a setting.
I think that part of this discussion is what exactly constitutes a setting and a metaplot respectively. For us, in the design phase, setting was the where and metaplot was the what. Those are obviously not the only options in design so Iâm not going to tell you that youâre wrong.
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RE: Metaplot: What and How
@Tez The conflict between order and chaos works as a metaplot / backdrop because itâs a backdrop â and because anyone who wants to GM can do so.
That means players designing stories within the framework that they want to pursue. And because they design the realities they want those stories to happen in they
- get to decide which rules apply there
- what the theme/setting is
- whether this is a oneshot or a brick of a novel size plot
and nothing they do there can affect the main setting (besides the characters themselves). This way, we have a buffet of stories and a diverse cast of stories. But most importantly, we donât have anyone sitting around waiting for storyteller-type GMs to make shit happen when theyâre around and remember to include them.
Is this the solution to everything? Nah. But it does help with the ancient quandary of not enough GMs. Obviously, not everyone wants to GM. But a lot of people feel comfortable running a scene or three for a few people at a time, without taking on an official mantle and having to run everything past staff.
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RE: Metaplot: What and How
@Tez You want names and examples, so, Iâma toot that horn.
On Keys, the metaplot is a never-ending conflict between stagnation and flux, order and chaos. The metaplot overlaps heavily with the setting in our case â we use it to create numerous storylines that have conclusions (as opposed to the metaplot which will not be solved because, well, itâs never-ending).
Our setting, on the other hand, is the small town island of Chincoteague. Thereâs ponies and a lot of swamp grass. And a secret community of people who spend a fair bit of their time fighting back against increasing stagnation, and try to preserve magic across the multiverse. And get a decent cup of coffee.
The two are different because the metaplot (law! chaos! drama!) triggers the many storylines whereas the setting is the anchor for those storylines. Whatever happens, in this reality or another, you always go home to Chincoteague in the end.
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RE: Staff and playable pcs
Of course staff should play their own game. Not just because why the hell invest so much time into something you donât get to enjoy â but also to have a first-hand knowledge of what works and what doesnât.
What kind of GMing can staff do? Any. If you want to run a game thatâs essentially about how great your character is and how everyone else are just mindless, fawning minions, do it â youâll see a lot of tumbleweed and not many players but you do you.
After all, thatâs the beauty of the hobby: We vote with our feet. If you feel that a game â or a GM â is pulling a complete Mary Sue and turning you into a member of a forced audience, leave.
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RE: Blocking Players
My vote goes to two options: Channel block and traditional block.
Channel block blanks the âoffenderâ from channels. Used for when somebody hasnât bothered you per se but you find their communication style / dad jokes / venting sessions / soap opera babble / whatever annoying and donât want to see it.
Traditional block, well, as always. Block pms.