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Showing content with the highest reputation on 09/11/2023 in all areas
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I thought it was obvious that I was not talking about PGers, NON-RPer, or anyone else. Rather, I'm evaluating two people with different types of /me's. Otherwise, of course, I agree that there is more to an RPer than emotes. Thanks for pointing it out. ^^1 point
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Your understanding/standards of "how good a roleplayer" someone is seem to be wrong. Being skilled in "emotes" is a very small part of what makes a good storyteller. You can be as detailed and as throughout as linguistically possible, but you can still essentially be writing a boatload of a) stupid shit b) unrealistic shit c) boring, bland, stereotypical shit d) all of the above.1 point
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What you are implying/discussing is a very small snippet of a bigger, fundamental problem that has plagued roleplaying communities, and GTA ones especially from years now. Roleplaying "culture", habits and execution has shifted from the original storytelling and immersive experience, with a focus on development, cohesive storylines, arcs and etc to a much lighter, more RPG/avatar-ish esq. approach - where it's all about "quick wins", one hour "events" and then just moving on to the next one. Why? A lot of reasons, if I had to summarize them somehow I would say: - The old school roleplayers that grew up being taught these fundamentals either no longer play, or no longer have nearly enough the free time to invest in the depth that they used to. - In parallel, the "new generation" is in a way still learning, while also being brought into entirely different systems and culture as a whole. - The massive advancements in features/scripts that roleplaying communities now offer. I have a whole, borderline thesis on this - that advanced and in depth scripts are fundamental enemy of roleplaying. A lot of roleplaying is about creative writing and imagination. When you have so many scripts telling you what you can and can't do, and how and where you can do it, the less you have to worry about figuring out anything to storytell yourself. Fantasy RP and "RPG Spell Books" are a good example. Say you are roleplaying this grand wizard. Why should you bother to come up with a creative way to get out of a sticky situation, when you have "teleport away" spell in your spell book, that you have paid 6 skill points for... Another good example of how "system design" and how "less can be more" can create a completely different experience in the same setting is Left 4 Dead vs Back 4 Blood. - Massive spikes in OOC communication, Discord. When we were all starting, we didn't know each other OOCly for the most part, and for the most part we didn't care to either. There were skype cliques every here and there, but nothing on the massive scale that it is now. The community is essentially the same, rotating between servers from more than a decade now. That many years later, for better or worse and whether we like it or not - we are very familiar with each other on an OOC level. That matters and influences interactions and the effort put around them. Even the "most elitist" roleplayers are in the end of the day, human too. So, yeah. How to fix this, assuming it's a problem? In general, I don't think we can. The GTA RP community will never be as serious as some hardcore pen and paper dungeon masters. One thing we can do is better system design. When you design whatever system, script, policy and etc - you have to look at it from a variety of perspectives and especially ask yourself the question; What kind of behavior does this incentivise? What is the META here? Does it promote/encourage depth and effort, or does it make more sense for a person to just min max the system for the ultimate benefit? Most people will always chose the easiest/most efficient way to tackle a situation/use a feature. Does that easiest/most efficient way create roleplay, is it irrelevant to storytelling, or worse - does it hamper it? There's borderline science behind storytelling (if you want to consider psychology an actual science) or creating settings for such. Frankly, most systems and policies being designed these days are, while not necessarily lazy - at the very least not well thought of / troubleshooted nearly as much as they should be. Actual LSRP examples of system designs and features that do nothing to promote roleplay, and might even hamper it: - Essentially no consequences to dying. No medical bills (soon TM I been told), no asset loss at all, no suicide by cop to avoid jail time rewarding you with a full blown CK, etc. - Trucking. Trucking and the way that it is designed, promotes no roleplay at all. It's in players best interest to /race/ thru town and the script, just to get the maximum money they can for the least time possible. Actual LSRP examples of good systems that aid/promote roleplay: - Tapering. It stops you from RPGing for the entire duration of your online time, and more importantly - it gives you a moment to relax and actually roleplay more, without fear or worry that every second that you are not working, you are essentially at a disadvantage against those that do. - Fishing. The script is actually good in it's core. Yes, the actual fishing is automated, but it forces you to "stay on the computer" as well. So in theory, if a couple of IC friends want to go fishing and have a few beers - they can easily do that with the assistance, not the grind of this feature.1 point
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As multiple players have suggested, though, the notion of "inciting MG" is fallacious. By adding extra details that a person might not know, additional hard-to-describe detail can be added to the painting. For example with /me feels confident in his new jacket -- clearly the character is not just standing there with the emotion of confidence, but rather some physical action is associated with that confidence. Perhaps the character is walking with some bravado, or rolling back his shoulders, or some other gesture that exudes confidence. Rather than describe each individual action, the more succinct form of feeling confident portrays the correct amount of detail. Just because this is how LS-RP has used roleplay emoting for years doesn't make it the most correct manner to do it. The same logic i'm sure was applied by NGG servers that often used the S/F style of roleplay that we all agree was incorrect. Similarly, some may come onto LS-RP and find the way we use /me to be insufficient and incorrect... that doesn't make them wrong. And to the issue of inciting MG - this is a completely nonsensical concept, regardless of it being in the rules. If you include some information that I wouldn't know in a /me, you have not "incited" me to MG -- rather, you have created a mere opportunity where I might MG. If someone metagames, the violation of the rules should not be on the person who performed the /me but the person who used information they wouldn't know in-character. In short, unless you are hovering over my keyboard and typing for me there is no way for you to induce me to metagame... that action can come from another player alone.1 point
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Indeed there is occasions where /me is misused, and incites MG. There's nothing stopping you from having a friendly conversation with the player via /PM and explaining how they're misusing the command. I tend to point it out wherever I can, but I think it's just been accepted on other servers, and a lot of players on V have come from other communities.1 point
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Example 1. /me wonders why Francis looks at him while tying his shoes. Then he remembers the conversation they had two days ago in discord, and nods at him with a smile Example 2. /me narrows his eyes as he stares at Francis, he arches his eyebrow slightly and looks back and forth between his hands and his face. -/me smiles after a few seconds and tilts his head as a sign of approval. Which of these is right? I remember when the /me command was first introduced, it was described as an action of the character, while /do was used to describe the result of a particular action against the player. It should also be noted that each type of trait was often represented in /me instead of /do, as opposed to how we do it now. Example: /me pisses/pisses on (character) which was often followed by a question /do s/f? and then the player could answer either /do s (success) or /do f (failure) ((/me was also mostly used in this very form)) I have seen this kind of RP as well, including from people I never thought would do such a thing. I considered writing a guide, but then changed my mind, since they probably did not even read the rules before creating their characters, and thus the guide would only be seen by players who already know how to use the command properly. Instead, I have given instructions in PMs, and honestly I have never seen any of these players take the advice negatively, and they seems pretty open to learning as well. I still find it amusing when I see /me's such as /me looks very confident in his new jacket, or /me lets out a heavy sigh as he remembers his ex-wife. I love how people think others know about either their new jacket or their confidence, about what they are thinking or feeling. I love how these players go out of their way to make sure everyone knows, and they also do it in /me and no /ame or /melow. Well. I personally think that the use of /me /do /ame /my etc.. Is just to enhance roleplay experience and then already tell a story, but it should also be noted that the story needs to be told to... What I'm saying is that you don't often write /me commands when you're alone in your house in the mornings or when you first spawn to drink your coffee, Although when you go out you might RP that your character had a coffee in the morning. This is because you need other players to tell your story to, otherwise you'd be playing single player and not multiplayer. So it should be noted that other players will never know what your character is thinking about, or if he has an ex-partner, or if he misses him or not. Presenting these details in /me isn't only a misuse of /me commands, but in extreme cases can open doors for MG as I or anyone else would have no way of knowing the feelings or stories of others, and I'd have no sufficient reason to use this information IC and thus it makes the story you tell with such a /me worthless to those who read it. Your story doesn't make mine wrong. Simple enough to understand. Your story matters to me only as I tell mine. We're all storytellers, equals yet different, no more and no less. Somehow I feel like I'm being tested on whether or not I'll MG - I already took the test during account creation, now it's your turn to read the rules and do the same. When you do, please also read 02. Metagaming. If this is about discussing the validity of the rule itself, then I'm sorry for misunderstanding it. - RP has evolved over the years and this might as well be a new change - so it may be my fault for not understanding it. But you are definitely not mediocre roleplayers, I know this because I'm low to mid level myself. My standard for a high level roleplayer is a person who successfully plays deaf and dumb, using /me - /do commands according to the current rules and in the usual way. Not /me thinks. I know I'm far from that. /me smiles as he stands up, he raises the cup in his hand and smiles - he looks confident ---- That's more or less OK for me.1 point
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there’s no such thing as “inciting mg”, there is only actual metagame which can only be done by the person reading the /me1 point
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congrats @GiamPy!! looking forward for that "little surprise" you added to the GM ahah 😉 (ITALIAN SECRET!)0 points