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#21 |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 762
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Re: From MUDs to MUSHes: FAQs, etc for the players
It seems pretty obvious. I mean, if you walk into a peanut factory, you consent to being exposed to peanuts. You don't need a sign to warn you "warning - this building contains peanuts."
If you go to a nudist beach, you should expect that you will encounter naked people and further, that if you show up to this nudist beach wearing clothes, then YOU will be the exception and you might be asked to either remove your clothing, or remove yourself. The consent is implied by virtue of the fact that you show up, and the place has a sign telling you that it IS a nudist camp. It doesn't need to tell you that nudist means you consent to nudity. When you ask for hot coffee at a restaurant, you are consenting to receiving hot coffee, which - is hot. You don't need to be offered, or sign a waiver consenting to receiving hot coffee. How many of you read that "warning: hot coffee is hot" on the coffee cups anymore? It was hillarious when that moron got her settlement, but she was a moron. Mudders, I like to think, are marginally more intelligent. But really. If you log in to a *roleplaying* game, you shouldn't need a disclaimer warning you that you are about to experience roleplaying and that you are consenting to it. If the theme of the game is "murder, death, betrayal," then you shouldn't need to give consent to being killed, dying of other causes, or betrayed. If the game is based on Sukie Stackhouse and werewolves, then it's a given you're gonna encounter some blood and gore and pretty unpleasant scenes. You shouldn't need to be asked to give consent for it. The fact that MUSHes require consent for roleplaying, is what should be noted. It is a roleplaying game. By definition, this requires roleplaying. Consent to roleplay in a roleplaying game isn't necessary. By virtue of the fact that you are playing it, you have already given implicit consent. |
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#22 |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 135
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Re: From MUDs to MUSHes: FAQs, etc for the players
That's all well and good Jazuela, but there's roleplaying, and then there's roleplaying
. It seems that the topic of consent is treated quite differently on many MUSHes to the way it is on many MUDs. I don't think it's very useful to try and establish which approach is correct for such a subjective thing.You could say there are two very distinct styles of roleplaying. The first is what you might call MUD style, where consent is implied and gameplay is often competitive. A key feature is that one player's roleplay may negatively impact another's and this is often where coded systems come into play. This style of roleplay takes a lot from earlier console RPGs and there's a lot of emphasis on character development, solo play and simulation. The second style you could call MUSH style roleplaying where consent is a key feature of roleplay and players often arrange plots and scenes ahead of time. There is little emphasis on competition and coded systems are rarely used to resolve disputes, rather players are expected to reach a consensus themselves. This style of roleplay has more in common with tabletop RPGs where roleplaying is seen as a collaborative activity among friends. Obviously there will be MUDs that favour the second style and vice versa, as well as games which blend elements of both, but I think most people will recognise these two distinct styles. |
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#23 |
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Member
Join Date: Sep 2009
Posts: 60
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Re: From MUDs to MUSHes: FAQs, etc for the players
'Roleplaying' in itself says nothing about the OOC approach to it. Sure, if I go to a coffee house, I would expect hot coffee, but depending on which house I go to, I might not be expecting it to be plonked on my table if I didn't order it! Violence, betrayal, etc, can all happen with OOC discussion as well.
Your point of view is evidently that of a MUDder... I'm sure someone who's mainly played MUSHes would be quite skeptical about why OOC discussion might be forbidden in certain MUDs as well. That's why Nymeria is asking this question; because he wants to help them acquaint themselves to MUSH-style play. It wouldn't hurt for MUDs to do the same as well if they foresee many MUSHers trying them out. |
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#24 |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
That's really ingenious. A few months back I was involved in a violent confrontation in a bar. I totally should have stopped to ask the guys to coordinate it with me rather then jump me. You know because then I would have had a heads-up to what was going to happen and I could have changed the outcome. Makes perfect sense. MUSHers really know how to metagame.
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#25 | |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 135
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#26 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#27 | |
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Member
Join Date: Apr 2008
Posts: 68
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Re: From MUDs to MUSHes: FAQs, etc for the players
Like Orrin points out, many MUSHes are less competitive than many MUDs, and focus far more on co-operation between players. That co-operation rarely (if ever) gets to the level of scripting every stage of a scene. But yes, there's often some OOC co-operation, to make sure everyone's enjoying the scene and things are flowing smoothly. But there are degrees of consent on MUSHes, from full consent to no consent, and degrees of IC and OOC separation. Though none, I would say, go as far as an RPI apparently does.
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You don't get to define what roleplaying is. There are different styles. You stick to yours, I will stick to mine. And if you call my style "acting", well, I can think of a good word for you style too. "Rollplaying". Ignored. |
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#28 |
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Member
Join Date: Sep 2009
Posts: 60
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Re: From MUDs to MUSHes: FAQs, etc for the players
Eh, I hate ignoring people, but really, after reading all the unprovoked attacks that he seems to so greatly favour, I think the advice someone gave me to ignore Delerak was pretty sound. I have done the same.
Back to the topic, I've noticed that MUDs tend to use 'emote' more (and sometimes :, ;, or any variant of the above), whereas for MUSHes it's always : ('emote' doesn't work)? I'm not sure if this is just due to the limited codebases I've encountered, though. |
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#29 |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
Everybody has their opinion on what roleplaying is. Fine. But it's fairly safe to say that there is no debate on what metagaming is inside a roleplaying game.
Metagaming (role-playing games) - Wikipedia, the free encyclopedia Either way, MUSHes obviously metagame if they are planning scenes ahead of time. Saying you have the discipline and elite awesomeness ability not to use the information gained by speaking OOCly about a scene is pointless. Anybody can say that. If that were true you also wouldn't need to have your little OOC meetings about the scene in advance. The very fact that you're having the coordinated meeting for roleplay defeats your entire argument of stating that you won't use the information gained. If you aren't going to use it you wouldn't have had the meeting in the first place. |
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#30 | |
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Member
Join Date: Apr 2008
Posts: 68
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Re: From MUDs to MUSHes: FAQs, etc for the players
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say <message> "<message> Says <message> out loud. The message will be enclosed in double-quotes. pose <action pose> :<action pose> Displays your name followed by the statement you posed. semipose <action pose> ;<action pose> Displays your name followed by the statement you posed without any space between. @emit <text> \ <text> Displays exactly what you type in <text>. On some MUSHes, this is more or less the standard roleplay command, with say and pose used very infrequently. It does not insert your name anywhere, but good MUSH etiquette is to always indicate who is the source of an emit unless you are doing scene-setting emits. |
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#31 | |
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Legend
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 1,188
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I think you will both find that these forums are significantly more pleasant, interesting, and intellectually worthwhile with Delerak ignored. |
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#32 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,010
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Some muds also take punctuation and smileys from the say text and use it to replace 'say' with things like 'ask', 'state', 'smile', etc. Yell and shout are commonly available commands that work much like say, except with longer range. Quote:
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Some muds have variations of emote that allow you to freely display a message as long as it contains your name - or else they append your name in brackets at the end. Some emote commands can also be targeted, so that the grammar is rearranged to display appropriate messages to the user, their target, and others in the room. Some RPIs have fairly complex emote commands that allow you to reference multiple things at once. |
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#33 | |
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Member
Join Date: Apr 2008
Posts: 68
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Players can set a "nospoof" flag on themselves which will append the name of the originating player or object to any message, for those who are concerned about unattributed emits. |
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#34 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,010
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Diku muds (and most other muds) also have socials, which are predefined emotes (grin, laugh, clap, dance, etc) that can optionally be targeted. The use of socials instead of emotes tends to be frowned upon in some of the more RP-oriented muds. Some muds also allow socials and speech to be combined in some way or another, so that you can (for example) grin and talk in a single message. The Diku equivalents would be "tell <name> <message>" and "whisper <name> <message>" respectively. |
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#35 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Code:
Emoting (Communication)
Emoting is a vital form of communication used in role-playing on Armageddon MUD. These commands are used for expressing oneself visually, as opposed to verbally. They allow you to type in an action, and everyone else in the same room or area as your character will see your character's short description followed by what you typed. This is most often used to express feelings, gestures, and creating images.
There are four different types of emotes that you can do in Armageddon.
Emote/Pemote (Emote/Possessive Emote):
This is the standard emote commands that shows to everyone in the room with you. The 'P' in pemote stands for possessive emote, and adds an apostrophe followed by an s ('s) after your short description.
HEmote/PHEmote (Hidden Emote/Possessive Hidden Emote):
This type of emote should only be used for small gestures that would only be noticed by those who are watchful. The possessive version should be used in the same fashion, and formats the same as pemote.
SEmote/PSEmote (Silent Emote/Possesive Silent Emote):
Use this emote to indicate that your emote does not make any sound. It will only be shown to those who can see you, so it can be safely used while hidden or invisible. The possessive version of this command follows the same usage and pattern as other possesive emotes.
Command Emotes:
Many commands allow you to use a special syntax to include an emote before or after the normal output for the command. See 'help command emotes' for more details.
All emote commands support a small language which allows you to refer more effectively to other characters and objects around you. Precede any character's keyword with a tilde (~) to insert that character's sdesc in your emote.
Precede a character's keyword with a % to insert the possessive form of that character's short description into your emote.
Likewise, precede a keyword with a !, ^, or # to substitute the gendered objective (him/her), possessive (his/her) pronouns, and the nomitive pronoun (he/she) respectively. In tabular form:
Symbol Reference Target Sees
------ --------- -----------
~ (sdesc) you
! him/her you
% (sdesc)'s your
^ his/her your
# he/she you
& himself/herself yourself
= (sdesc)'s yours
+ his/hers yours
The best way to learn how to use emote is to watch other people, and to experiment with emote when no other PCs are around (use NPCs as your models). See help emote examples", for some examples that can be of use.
Code:
Command Emotes (General)
Several commands allow you to provide an additional emote to the output of the command.
Syntax:
<command> (pre-emote) <arguments> [post-emote]
Example:
> sit -nodding with dwarf (his eyes glancing towards ~elf)
Nodding, you sit at a long table, his eyes glancing towards the elf.
Both the pre-emote and post-emote are optional.
Multiple options exist for specifying a command emote. A one-word
emote, like "nodding", can be specified with a preceding dash, like
-nodding. More complex emotes can be enclosed in parantheses (),
square brackets [], or asterisks **.
You can specify command emotes anywhere in the arguments to a command.
If you include parenthesis () and square brackets in the same command,
the parenthesis will always be considered pre-emote and square brackets
the post-emote, regardless of where they appear in the arguments.
Examples:
> say -gruffly Got any spice?
Gruffly, you ask, in sirihish, 'Got any spice?"
> say [in a low voice] You got any spice?
In a low voice, you ask, in sirihish: 'You got any spice?'
> north *limping heavily*
> look elf (with contempt)
With contempt, you look at the elf.
> look elf [with contempt]
You look at the elf, with contempt.
> look elf with contempt
You look at the elf.
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#36 |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 135
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Re: From MUDs to MUSHes: FAQs, etc for the players
Have you ever played D&D or some other pen and paper RPG? If so, did you just sit at a table at home with your rulebooks hoping some friends would drop by for some roleplaying, or did you arrange when and where to meet them in advance? How is this different from players on a MUSH using OOC communication to arrange where and when to roleplay a scene?
Last edited by Orrin : 09-28-2009 at 08:20 PM. Reason: typo |
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#37 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I never called my buddy and told him the entire life history of my characters I was currently playing or anything like that. When we got together they could glean what they wanted from the character that I was playing. D&D is also more of a social event. It's not exactly a game with mechanics that can police itself. You have a dungeonmaster that polices roleplay on the spot. |
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#38 |
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Member
Join Date: Sep 2007
Location: Europe
Home MUD: Primordiax
Home MUD: Threshold
Posts: 179
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Re: From MUDs to MUSHes: FAQs, etc for the players
Delerak may be blunt, and sometime downright obnoxious, but he does give the impression (sometimes) he knows what he is talking about and can often keep a thread going with some interesting points. I agree totally with his points made in this thread for example.
Deciding ahead of time what you want to do in a roleplaying session (and I dont mean what time are you meetings etc), and then doing it is stage-acting. Throwing yourself into a character, and responding to events as they happen in-character is roleplaying. To ignore someone as they have a contrasting viewpoint is ridiculous, to ignore someone as everyone advises you to is just being a sheep. Forums are about open discussion, it appears topmudsites no longer supports this. If you ignore someone who contributes (frequently I might add) to a discussion... then that discussion becomes useless and will soon die in a collective patting on the back and how great it is we all agree.. and threads will soon become nothing more than statements with loads of invisible replies / counter arguments / discussion you will never see. Top Mud Sites has always been about interesting and mature discussion with some SERIOUS heat and opposing standpoints, which is why I still follow it after not being a mudder for quite some time.. now I see it has degenerated into something different. Delerak may have left me fuming and eager to post in defense / attack to something he has said, but people who ignore someone and then tell everyone about it like its a good thing leave a bad taste in my mouth, especially when they have just disagreed (albeit bluntly) with something you have said. |
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#39 | ||||
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Member
Join Date: Jul 2008
Name: Matt
Posts: 135
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#40 | |
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Member
Join Date: Apr 2008
Posts: 68
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I would not ignore someone with a contrasting viewpoint who was expressing it a bit more politely. Someone who constantly puts off my viewpoint as worthless or wrong I don't see a need to have a discussion with when it is turning an otherwise interesting and enjoyable discussing into something less pleasant. |
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