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  • Old Guild Username: Brovo
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    1. Brovo 12 yrs ago

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Dervish said So just reject them if they aren't willing to work with you or they aren't able to meet the standards. You can do everything you just said without rejecting them and then asking them back because you wanted to test their character. I stand by what I said.


... Uh... The rejection -is- the test. If they're willing to fix something that is "wrong" with their sheet, after I rejected them, so they can be accepted, and they do that, and they're willing to wait a couple days for a response, then they pass the test.

...This is really simple. Like... This is GM 101 stuff right here. Rejecting someone's CS because it doesn't meet standards and offering a critique that they can learn from, resubmit, and become accepted. This is... Very normal. I honestly don't understand why you think it's dickish. Do you just reject people and never, ever let them try again?... Is this somehow efficient to you? I mean, obviously, I've got to be doing something right, when my RP's consistently last for months or even years... It's not like I'm telling them that they're horrible human beings, I'm critiquing a fictional character.

Dervish said It's a rather shitty way to go about doing things, in my humble opinion, since there's plenty of other ways of judging someone's character without resorting to bullshitting a reason to reject them even though you have every other intention to accept them. It's not being "evil". It's just being a dick.


It's a test. A very simple to pass test. That works in ironing out people who throw up five minute characters and have no real intention to stay, or people who get really defensive about their characters.

This isn't being a dick. This is common sense.

Dervish said Say what you have to up front and be done with it.


...That... Would defeat the purpose of the test... You're assuming people will always be truthful. They're not. At all. If they were, then why the hell is the player drop rate in RP's so absolutely obscene?

Dervish said I have two games that have been around for around a year each and I have rejected several applicants for each game for a variety of reasons. The ones who remain are the ones who have proven to be good characters and capable of meeting my standards without complaint.


...Same with mine. That's pretty normal. I'm not sure why this was brought up.

Dervish said I am more than a little familiar with what it takes to run a game and chose people who are well suited for it, so believe me when I say that there are plenty of other very effective methods a GM can use that doesn't revolve around what you're advocating.


...Critiquing someone's fictional character to see if they will get pissed off about it and rage quit, or refuse to fix it, or if they'll just go and fix it?

Seriously? You'd take offense to someone throwing a critique out about your fictional character at random?... Really?... Um... I don't think you and I will see eye to eye on this if that's true.

Dervish said If you told me that I was rejected for a really silly, made up reason and then told me it was a test of my character three days later and you wanted me back, I'd refuse flat out. If you couldn't tell I'd be a dedicated and easy person to work with another way, then why would I want to participate? It's just rude.


I can't though. Dervish I'm not a mind reader, I can't automatically know how "dedicated" you are. You may even sincerely believe that you're this fantastic role player or whatever, but for all I know, you create a billion Mary Sues and have them make incestuous love to each other. Especially since the posting history on this site at the moment is limited.

Now, to clarify, no, I'm not saying that's what you do. I'm sure you're a great role player, but I'd rather you not go about telling me that my methods are a cruel and unusual punishment and that I'm being a dick and all that... Because I offered a critique on a person's character sheet at random to see if they would flip out or not.

... Character sheet. Not even of the person in question, their fictional, not-real character, in as non-offensive a manner as possible.

Anyway, I'm sorry that all it would take for you to leave my RP is my telling you that I was testing your reaction to being rejected and offering you reasons why you were, even if I didn't really care about those reasons, because I wanted to see who you were as a person.
@Dervish: Interesting that you presume that I disrespect them. I give them reasons, made up ones albeit, but ones where they can go to the effort to repair it themselves.

If they're not willing to adjust themselves to fit in with the requirements I've set, then they won't cooperate at other points in the story when the same kind of situation will crop itself up again. Not to mention, someone willing to spend the time to go over why their character is good, and why they want to play it, are generally the kind of people who genuinely want to play. Not join and then disappear because the character they spent five minutes on is no longer interesting to them.

It's not a lie to reject someone. It's not manipulative to ask them to change something just to see if they are willing to be cooperative enough to work with me. This is actually why my RP's tend to last a long time: I use the character creation process like a job interview. If you prove yourself to be unwilling to work with me, even on things where it makes no sense, and would instead resort to being aggressive about it or just up and leaving, then we weren't likely going to be good for each other anyway.

This isn't being a manipulative liar: This is being a good GM. You're evil. It's in your job description, quite literally, so to give a trivial test to the occasional player to see if they actually want to play or if they just threw up a five minute CS out of whimsy? Not wrong, or cruel. Just evil...

...Which is my job.

Also, no, I shouldn't have to defend rejecting someone as the GM. If I don't like someone's sheet, or if I think I won't work well with someone, I am well within my means and rights to just say no. My world, my rules. Period.

Seravee said
And I agree with this 100%. If someone took the time to express their interest, the least you can do is be respectful. Even if they're not a good match, you shouldn't treat them poorly.


As I said above. Not treating them poorly by giving them a test of their character. This is like saying that it's cruel to turn someone down: No, it's not.
Skittlez said
[2]As for the Hell thing, I've been struggling through feeling depressed "on and off" (it's sort of always there, just gets bad at certain times) and all I do is panic and I know when I'm fighting with myself all I can think is how I disgust myself and how much of a failure I am and how everything hurts and it hurts to breathe and I feel panicked and hopeless and I wish I was dead but I'm scared of hurting anyone but myself because I'd feel selfish. Hell is nowhere in my thoughts personally. Nor was it in my sisters' thoughts when she attempted suicide, she doesn't believe in Hell or Heaven.I saw something, and it was a chart of how painful different deaths are (on a scale of 100). I believe that shooting oneself in the head was like 15 and hanging oneself was in the high nineties and bleeding out from the wrists was in the seventies or eighties and overdosing was high too so I just thought it was strange how people always seem to be romanticizing the higher pain deaths (hanging, bleeding out, overdosing, and drowning). Just a thought. I don't know how accurate it is, of course but yeah.


People romanticize "harder" deaths because they're harder, actually. You feel more pain, there's more of a twisted sense of release when one dies instead of just a quick "pop" and then you're out.

Same reason why ritualistic suicides or sacrifices are usually extremely painful. It's a mark of pain tolerance. It's one thing to die from a bullet to the head, but another to be so determined to die that you would lay on the ground in screaming agony for twenty minutes after cutting yourself open.
Status: 17/15 slots filled. *WE ARE OVER-FULL!*

Second Operation up! | The Arsenal is over here!

Chapter 1: Introduction and Lore Archive.

The Last Bastion: Bunker Chicago is a post-apocalypse role play involving mutations, mech-suits, near-future technology, radiation, politics, and general insanity in a screwed up version of a near-future/modern world. It involves dice rolls done in the background to help determine success or failure, with your every action having a consequence upon the world, and a plot about shadow zones, bizarre mutants and monsters, and distortions of reality itself.

If this interests you, please, feel free to read about the world and story, and make a character!



Lore Archive: Below are archives of creatures, factions, important people, and more. You can skip these to begin with, but they are handy reference material for character creation and subplots.









Chapter 2: Character Sheet.

Note: There is a copy-paste version below, in a google doc, all formatted and ready for you to copy-paste. This just gives you a general idea of what the sheet looks like.

Name: Your character's name.
Age: Your character's age. (Note: Must be 16+. The platoon won't take anyone under 16 years of age save in “support roles”, such as a machinist, which are unplayable.)
Sex: Your character's biological gender, typically male or female.
Appearance: Your character's appearance. A picture or description will do nicely. (Or a hybrid of both if you prefer.)
History Type: Where your character grew up generally. It sometimes holds story importance, changes how NPC's behave towards your character, and sometimes causes a PM to magically appear in your inbox that tells you something useful that your character knows whenever it’s relevant to the situation.

Biography: Your character's history and personality. Two paragraphs required.

Technical Information: This information is your character’s skill sets and inventory.


Career Path: Your character only has the time and resources to really devote themselves to one line of training to begin with. This determines if they’ll pilot small mechs, wield powerful mutations, or even fight as a special forces’ soldier might. To start with you may pick from one of three basic routes, which can evolve into specialties, cross-over into the other two fields, and more, as time progresses and your character’s skills grow. How you play your character will help determine how they shape out in what unique skills and items they accumulate, and what options you will be presented with later down the line. Essentially: Your actions will help dictate how your character grows in power and abilities.


Mech: Delete this if you didn’t take the Pilot route!
Designation: CSEC-SM-1. (This is your mech’s name. You can rename it if you want!)
Size: Small.
Occupants: One.
General Description: An all-rounder, standing roughly 15-20 meters tall with a clean paint job. The pilot is typically located at the core of the machine for maximum protection.
Equipment:






Mutations: Delete this if you didn’t take the Listener route!


Grunt: Delete this if you didn’t take the Grunt route.



Inventory: Your character’s inventory. You may add as many miscellaneous items as you wish, within reason. There are some things added here already: You get to keep these unless they’re replaced by a different item based on your career path. (ex: Pilots would replace Medkit with Technician Kit.)









Signature: To agree to the rules, type your user-name here. This is just to verify that you understand, and agree to the fact, that I can kill your character without your permission. Playing smart and working in a team lowers your death odds, but even then... There’s always the chance your character won’t make it to the end.

Click here for a pre-formatted sheet, which you can copy-paste to save yourself a lot of time formatting.

Chapter 3: Technical skills, mechs, mutations, training, and more!

MECHS


If you have chosen the path of a mech pilot, you may fiddle with the base design to your heart’s content.

These are extra parts you can add on, which must replace a pre-existing part if there are no open slots available.









LISTENER


Listeners are divided into two core pieces: Their archetype, and their specific mutations. While it is hard to truly classify groups of mutants, the general power set of a mutant can be classified. These are known as archetypes.







GRUNT








Chapter 4: Rules and Extras.

  1. The GM's word is law.

  2. Nobody is exempt from death. Not a plot NPC, antagonist, or player character. That's right; even you can die! Very quickly I might add!

  3. I can and will add more rules in the future as they are needed, and reserve the right to do so without warning... Though I will try to at least make an OOC post mentioning it.

  4. Type “Vlad has Camoflauge” somewhere in your sheet to verify that you read the rules.


Characters
Active: 17.
--Men: 12.
--Women: 5.
--Pilots: 4.
--Listeners: 5.
--Grunts: 7.
--Pilot-Grunt Hybrids: 1.
Dead: 2.
--Men: 2.
--Women: 0.
--Pilots: 1.
--Listeners: 0.
--Grunts: 1.
Inactive: 1.
--Men: 1.
--Women: 0.
--Pilots: 1.
--Listeners: 0.
--Grunts: 0.





It's been over two weeks and we've got only seven responses since my last GM post. One of those was Kadaeux's GM post. So I suppose I should ask the question here.

Is everyone alright with the slow pace this RP has? Because I have mixed feelings on it, and I'd just like to know the general consensus here. I have a few ideas... *Strokes chin*

EDIT

Oh, right, that reminds me, after my next GM post goes up, I'll be putting the hammer down and dropping all inactives from the RP. It's been over two weeks. C'mon now. If any of you are waiting on an inactive, let me know now.
Oh, that reminds me, two other things I'll do.

1) Check posting history. If they have a habit of jumping out of RP's, keep that in mind.

2) Reject some people for absolutely no reason (I can make up bullshit as well as the next guy) and wait 3-4 days to get back to that person. This tends to vaporize 50% of the problem players right there, since most of the impatient ones also tend to have fragile egos. Bonus points in that it also works against people who cannot stand criticism, which if you have a long lasting RP, will invariable occur to everyone at least once.
LeLouche would win simply because he'd identify the greatest threats in the Death note universe and then use his identity as Zero to eliminate Light & company. After all, the Death Note only works if it has your name, and LeLouche is shown as repeatedly hiding that detail from the vast majority of people... So...

Well, that, and Light has a notebook. LeLouche has a small army of dedicated rebels in mech suits.

This is literally the epitome of the US Military versus [insert nation in Middle East here].
Very normal for Sweden honestly.

EDIT

Though, I smell fishy journalism...
Rendezvous Crash done. Like father like daughter.
Rendezvous Crash


During the trip, Bishop had managed to regain most of her composure, occasionally she reached up to touch the silk bandage on her head, to be sure nothing was bleeding through, though she didn't suspect any true harm had been done anyway. After being led to the oaken door and being left alone, she took a deep breath and then exhaled slowly. "They traded one drug for another." She comments quietly, almost to herself, about the tobacco scent. "My my. I remember when people had no clue what tobacco did to them. Then they learned and still did tobacco anyway... You... People... Are ever so persistent in refusing to learn anything. How amusing!" Jester whispered to the trio using Bishop's telepathy.

A few moments passed where she formulated a battle plan in her mind. It would all depend on how many guards the target had... To gather information using mind play would be impossible, she grew up too sheltered to know much of the mafia, how they speak or otherwise. It was possible, feasible, to capture the target. You assume there is a target to be found here. Jester chides her premeditation, taking the form of some fat man in a business suit and tie, smoking a cigar. Ehhh... Remember that the family don't always know what the rest o' the family is or isn't, capeche?

Bishop turns back to her two allies and speaks quickly and quietly. "If I have someone under control, I will take off my hat. From there we should try to get whoever I've taken alone, question them, and then knock them out." It was about the only signal she could manage that wouldn't look suspicious, and the only plan she could muster that could get them some level of information with relative safety. "Or, you know, kill them. It's not like these spaghetti eating fools will leave many widows behind." Jester hissed to the trio.

It was at this point that the door opened. Bishop turns back to see the guard, her eyes immediately growing cold again, as she attempted to mimic her father's mannerisms... With alarming success. It was, after all, something she had tried to do her entire life up until recently. "Would you really dare to question me, after all my father has done for you?" She stated as she crossed her arms over her chest and shook her head in disappointment, though her expression remained stone cold. "We have an important message for the Don. Someone has betrayed my father and as a result, forces acting against him have obtained information which relates to the mafia. Naturally, being a guard, you should of course be aware that delaying me from informing your leader of the details, which are quite sensitive, could have very serious repercussions..." She takes a breath, seeing Jester behind the guard with a small smile at how easily she weaved a web of lies. "...The information I have is the kind of thing I cannot tell a guard... Especially knowing that anyone could be a traitor right now. Surely, even a simple minded man such as yourself should understand something so... Simplistic." The arrogance that dripped from every word, the snide air of elitism... Just like her father.
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