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Messages - Leah

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General / Re: Evennia 0.7 released
« on: June 16, 2018, 02:21:48 AM »
You're the man, Griatch!!

Roleplay Culture / Re: OOC Channels: Beneficial or Detrimental?
« on: May 10, 2017, 08:56:59 AM »
I think ARPI handled this best. No OOC channels, or tells, but an osay option to clarify RP to the room. Forums can be hit or miss. I think that at times they might breed more toxicity than even a dedicated in-game OOC channel, because the reaction can be delayed for so long, or outright ignored. It doesn't interrupt your gameplay. You can say whatever terrible things you're going to say and walk away from it without suffering the feedback. And if you don't reply, don't even read it, the other person does... what? Gives up?
Rules against OOC harassment are not enough. People will still do what they do.

In my opinion, an ideal situation for OOC communication comes in 2 parts:
1. An osay command. It is only room-wide and can be muted.
2. A moderator-approved posting area, outside of the game, for constructive dialogue regarding the state and community of the game. This puts more of a workload on staff, but if the community of the game is healthy, more opportunities for fair and healthy moderation can rise from the player base.

General / Re: Introductions
« on: May 10, 2017, 08:46:05 AM »
I am Leah.

When I was 11, I landed my first building gig on Dragonball Infinite. In DBI, I was Washuu. (Tenchi Muyo)

I built the original world for the Burning Post 1 (Not the current iteration) and determined the theme as apart from The Inquisition's base theme, alongside Sarif and Dot (among others).
In BP1, I was Caitlin. (I stole the name from Jowy's lover in a Suikoden 2 fanfic) In BP2, I was Sam (which is my real name)

I built and coded on a number of MUDs in my preteen and early teen years. Staffing on MUDs is not worth it. I wouldn't do it again and don't recommend it to anyone.

I have grown to be picky with MUDs. I won't play MUSHes or MOOs or any variants (because of the command syntax) and I prefer to play in settings that share at least a basic level of theme with Vampire: the Masquerade (and affiliated games) -- Unfortunately, the majority of V:tM games are MUSHes and MOOs.

I played Haven in beta, in 1.0, in 2.5, and 3.0-- I continue yet because I enjoy the theme, the extensive coded capabilities, and because I love Disco, and Sarah, and Amatsuka. On Haven, I am Leah. Send me a tell.

I played AtonementRPI, and so I find it impossible to enjoy SOI or other similar games. The bar is too high. In ARPI, I was Leah and Chelsea.

I was once a major member of the Optional Realities community, but friendships slip away and I've been known to be toxic, an unfortunate aspect of my personality that I'm trying to be rid of. In OR1, I was Leah.

I will be available for discussion and MUDding until the fall semester starts.  I'm also available for wifi matches in Smash Bros for Wii U. If you can't catch me here, Skype me at skeezehax. All are welcome.

General / Re: What is so special about text anyway?
« on: May 10, 2017, 08:23:40 AM »
A very interesting premise. I admit that I rarely read room descriptions at all. Nearly of my imaginings of different places in the MUDs that I play are wholly without the description's influence. I don't even get the exits right in my visualizations a lot of the time. I wonder if that is a blessing or a curse.

I think that you're right about text-- It is the last medium of gaming that allows the player to be in control of the creation process, if only for themselves. Will we ever have technology that can read the mind and build the game around our conscious, and subconscious? I don't know the answer, but I think that in ways even that experience would be missing what text provides. Text gives you a blank slate and lets you struggle to chisel the picture in. A mind-reading device would just be an auto-embosser. Where even is the game in that?

Roleplay Culture / Re: Toxic Staff/Player Interaction and Culture
« on: May 10, 2017, 07:18:22 AM »

What do you think could be done to create a better understanding of the 'role' of a Staff member in a MUD?

What do you think could be done to create a better understanding of the 'role' of a Player in a MUD?

I think that it might be that players and staffers have too much understanding of one another. Staffers remember their time as players and the dirty tricks they may have employed in that time, and players understand that staffers are (for lack of a better term) out to ruin their fun-- That is, using dirty tricks to gain an advantage.

These strains on relationships between players and staffers generally only exist when one or more party is being unfair to the other, or to a third party. Interactions between completely fair staffers and completely fair players should rarely, if ever, have these difficulties attributed to them.

Toxicity will exist, because there is no way to be completely objective when approaching a competition-- Which is what MUDs are, and this competition is what distinguishes them from MUSHes and MOOs as you proposed. It is simply that player-player toxicity is noticeably less stated than player-staffer toxicity because there is no gap in authority between them.

That's just what I think, anyway.

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