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    1. Jig 12 yrs ago

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Section #1: Jig Being Right


It has come to my attention, that I am primarily right and drunk.

Jig is completely right.


Jig is right.


[11.01.50] Gowi:

Jig is right. Feel free to send that along.


[Jig is] 100% correct.


Jig was right 8 months ago, and is still right.


I love you, Jig. It's because you're Always Right™.


Once again, Jig is absolutely right about this.


Where is Jig when I need to vent about politics?
Drunk.


The mighty Jig is of course right.


Section #2: Jig's RP's


I'm not post-dating RP's I've been in that died out of nowhere and I've basically forgotten about, so here are my present ones.

Current:

Previous:

Wolf Manor (GM)

Wink Murder (GM)

Project Rehab (Player)

The Kidnapping (Player)

Wink murder: Who Killed Mr. Jig? (GM)

Finite Incantatem (Co-GM)

New Dawn Rising (Player)

Most Recent Posts

Don't worry, duck. I've never known an RP to be in a position to continue even after the GM has basically said 'I'm sulking and can't do this right now' before, so we're unbelievably golden from where I'm standing.

Decisions, Decisions


In other news, there is going to be a decision that is made by me (hopefully shortly) down the line. I'm not going to tell you what that decision is, apart from promise you that it has nothing (directly) to do with how much your characters are breathing on a scale of 0-1. What I want you guys to tell me is whether you want me to do it by luck, which is the natural way this game is operating, since it's all your characters' pro-activity that is driving this, or whether you want me to rig it according to how I think it should be done best, and therefore give the game a slightly more GM-led dynamic which is what we've really not had so far and what it wasn't supposed to be about.

Obviously I'm not going to give you any more info at this stage, because, well, this is still Wolf Manor, but I basically would like to know how you would like to approach this. Please do all indicate your preference. There will be options of how to approach it in a content-sense further down the line (including how many of you are directly affected).
Aggressive players who publicly disagree with you:

This is their game as much as it's yours. Without them, it's not happening. Without you, it's not happening. It's a mutual thing, and it's a difficult line to draw. Essentially, in that game, you had two conflicts: a disagreement in terms of IC content, and a disagreement in terms of OoC discussion. I rarely find that it's difficult to resolve IC content disputes, especially if both players have a similar idea of where things should go.

The problem was OoC communication. To an outsider, it looks as though the player was overly aggressive in general and you were overly tenacious in trying to prove your point. As a GM, I don't deal with aggressive players, in the same way that I don't work with aggressive people in real life. They're, by definition, negative, whether they mean to be or not. Anger and frustration are fine, but talking to other people with respect is a basic, and you shouldn't have to deal with anything less. When faced with that, you have two alternatives; try to get them on-side, or kick them. There's no point dragging along somebody who is resentful. They are dead weight and have to either carry themselves or be left behind because they're only going to leave sooner or later, and it might as well be sooner. This has to be a judgement call on whether they have a point, basically. Regardless of who was 'right' or not, it's pretty clear that the player was being aggressive in the OoC, including using formatting to literally underline their irritation and referring to you and making assumptions about you directly. You shouldn't have to deal with that. In this instance, I would have had my finger on the kick button the moment that the player made their dissatisfaction personal and accused you of not caring.

At the same time, be aware that being overly tenacious to prove your point is never going to win over somebody who is an unreasonable state of mind. A large deconstructed multi-quote post talking somebody through something is great in an academic setting or in a reasonable dispute; it's clear, and gives you lots of time to make your point eloquently and in detail for their perusal and assessment. In conflict, however, it only gives them things to pick at and makes you surer that you are right, and therefore less likely to compromise and more likely to be aggressive yourself.

This is fiction, after all, and there are edit buttons if necessary. If you have a working relationship, any IC content-issue can be fixed. I'm not too familiar with this kind of game, which seems to be the kind in which GM's will expressly and actively punish or reward players based on their actions, so perhaps that's not in the spirit of the thing, but, still; if you want to keep a dissatisfied player on board, and, frankly, if they deserve it, you have all the tools at your disposal to give them a better experience. That is part of your duty as a GM; keep your game viable, and the satisfaction of the players is one of the most fundamental cornerstones.


Going dark:

It happens. It does. It sucks. There's nothing you can do. You can't compete with RL for attention, and, frankly, if you try, you're not being fair (not that I'm saying you are doing that).

What you can do is invite an honest and open environment and leave yourself options for compromise. In the game I'm running, Wolf Manor, we have cast members who have had finals, theatrical tours, job-hunting, and, in my own case, a mini-breakdown. However, we communicate well, we warn each other if there's going to be some no-show, and we trust them when they say they'll be back, and they are. The game's therefore slow, but still going. Meanwhile, when one player was struggling, I made it clear that if RL was going to be a problem, we would understand, but if they could give some notice and maybe be in it for one or two more posts to tidy up before their exit, that would be really helpful on our end.

What I try really hard not to do is to probe. If a player has decided to leave your game, or you suspect they might, 'why are you leaving?' is pressurising and invasive; if they don't like the game any more, they might feel bad about it or shy (but who hasn't been there?), and that information is of no use to you; if they have RL issues, they may be private. They may volunteer that information, but you almost certainly can't help them if they've just lost interest or the free time they were using. The information that you need is;

  • Whether they're leaving. It's their choice, and you have to react to it.
  • If there's anything you can do to make the game better for them.


The first one is pretty easy to ask. Be tactful and non-aggressive and use PM's. The second one requires a bit more nuance, because you can't just do whatever one player wants every time they're inactive, but if there's something you can tweak that will increase your players' satisfaction generally, you're going to want to tweak it. However, this is almost impossible to do if a player has already decided that they want out, so you really want to foster an open atmosphere in your OoC where people can suggest things and you can be positive about them. Although the player was being aggressive in the OoC (and let's discount that), that was a pretty clear indicator that they weren't happy with a decision that was made; this was as big a clue as you can get, and steadfastly sticking to your guns, even if you think you were right, does not present you as an open-minded person interested in their players' enjoyment. It's a balancing act. You won't make all the right calls for all the right people, but you're (presumably) human, and other reasonable humans will understand that - but if you always stick with your original plan and always make the calls you think are best or because 'rules is rules' (either in terms of IC content or OoC discussion), your players won't feel valuable to you.

The easiest way of doing this, by the way, is pre-emptively rather than retrospectively. Making sure there is a steady supply of goodies to enjoy and meaningful stuff to actually do in the game for every character is going to keep the interest that was, by definition, there when they first posted in your interest check. If you let the interest wane, you might be able to jump-start it by working out what they want and offering it to them, but sometimes, as I'm sure we've all experienced first-hand, when it's gone, it's gone. In Wolf Manor, one player wanted to have their character pursue an NPC (controlled by me) romantically. It wasn't what I had in mind for that NPC, but, sure, what the hell? She gets the game she wants, has the freedom to explore the game her way, and it does precisely no harm whatsoever. I have absolute faith that that player won't leave unless she has to, because the game is built in part for and by her, and I think that's the feeling players want. At the same time, before we start each new section, I let the players decide what kind of section they wanted; whether they wanted plot progression or to slow down. This isn't always possible in larger groups, but in smaller groups (Wolf has six players, plus me as GM), it's more than manageable.


Be clear; be open; be positive; be trusting; and be understanding. If you look after your players, the game will take care of itself. They will tell you up-front what they need if you ask and you foster the kind of relaxed OoC environment that allows for it. If your game is GM-led with a clear plot, make this unbelievably clear from the outset, so people understand what it's going to be like. If your game is going to be player-led, with lots of freedom, you can still be pro-active by giving players options to choose from (including forging their own path) rather than just leaving it up to them.

Incidentally, while many other GM's might disagree with this, only accept players that you think you can work with. If somebody sends to me a character sheet that shows they don't understand the source material, I probably can't work with that person. If I've seen somebody on the board be aggressive and difficult, I definitely can't work with that person. As far as I'm concerned, they're ticking time-bombs. It's much easier to be clear, open, positive and understanding with people who will extend those courtesies to you.

Ultimately, my advice is that by the time you have a problem, it's probably too late to fix it. Shut the stable door before the horse bolts. If you've allowed interest to wane, you're probably not getting it back. If you've allowed somebody aggressive in, it's only a matter of time before they'll kick off.
@Jig
I-I...
Félix was going to be Lynn's one true love oh my god you just sank my ship.
Really though. I can't screw romance an NPC because they're an NPC?
Presuming he's any better at romance than showing his non-existent feelings, of course.


No no no, you can totally arrange in-depth conversations and interactions with me, but, if you want to use him to facilitate a post, I'm just saying don't try to give him emotions/reactions to stuff that might hint at stuff you think is going on, because you might be wrong. If I haven't seen it, just keep him sterile (in all senses, Lynn!). :)
Wolf Manor has spoiled your standards.
Definitely.
Bliss is talking shit. :P

When to Use Félix


I just had a preview of a collab that's coming, and, without wanting to seem like I'm telling anybody off (I'm not), I just want to clarify when you should feel free to use NPC's (typically Félix) and when not to. Basically, it's only to use them as plot devices to make scenes easier to flow. If Billy-Bob or Sally-Ann would like a drink to facilitate the scene they're in, then Félix away. However, you shouldn't use him (or mention him) doing anything that might be related to the plot or your own/characters' suspicions about WTF is going on at Wolf Manor.

Generally speaking, Félix's personality is passive, awkward, and a little bit cold/shy (depending on interpretation). Flashes of either a really deadpan sense of humour/complete social retardation (again, interpretation) may also emerge if you're feeling adventurous.

Again, if you're ever uncertain, you know how to get hold of me. I'm logging on much more frequently now, so no sweat.

Yeah, it was pretty crazy.

It's a shame, because I used to be able to lucid dream by working out I was in a dream (my totem is a jigglypuff doll that, when you squeeze it, it blasphemes) and waking myself up and going back in, and being able to control it from there. The sad thing was, I would be aware it was a dream, which takes the fun out of the experience entirely, and check my emails. While dreaming. So I would sit there, able to physically explore my own imagination, and I would just be trying to load emails I knew I was imagining (and were therefore blank).

Fuck sleeping, man. Waste of time.
Is anybody not fucked up here in the dream department?

I once had a dream in which I remembered that I killed someone - and when I woke up, still completely had those fictional memories. That was a pretty weird week for me.
Ahh, you guessed the ending. Sol is a Were-kitten.
Q: This flat is great! How do I get it?
A: You can't. You're a student.

Q: This flat seems great. Can I get more info?
A: Yes, but only via private message so other potential victims of this scam don't know this is a scam before I waste their time.

Q: This flat is great! How do I get it?
A: You can't. It's been taken.

Q: This flat is great! How do I get it?
A: By undergoing gender reassignment surgery.

Q: This flat seems great. Can I get more info?
A: Yes, but I'm renting it illegally and so you have no security if I decide to steal your stuff and deposit and throw you out.

Q: This flat is great! How do I get it?
A: By moving in with a distinctly dodgy-looking middle-aged man with a sex dungeon and a soiled copy of Fifty Shades.

Q: This flat is great! How do I get it?
A: By not being from the UK.

Q: This flat is great! How do I get it?
A: By giving me all of your money and your contact details so I can scam you at my convenience.

Q: This flat is great! How do I get it?
A:

Q: This flat is great! How do I get it?
A: By paying to view content on a third-party website and maybe you'll get a reply there.
How Jig Has Been


You get the full effect if you rinse and repeat.
The first part would be for a player to publicly post the more obvious attributes of their character, namely what one would notice about them at first glance, or how they would be viewed by someone who didn't know them. For the second part, the player would PM me the more in-depth facets of the character's personality and backstory. I was thinking that keeping the nuances and more complex components of the characters hidden from the OOC thread would force the players to organically reveal and discover them as the RP progresses. This would hopefully help the characters come into their own and keep them divorced from their creators, make them feel more like real people that you learn more and more about rather than a pre-made mannequin that the player is acting through.


This has definitely been done and definitely works and I completely endorse this for a secretive game. My own game runs on this system and, because we're a tight-knit group, I can trust my players not to leak info. I simply asked players for pictures, presented the pictures and first names to the group in-public, and when they all met for the first time, suggested they state in OoC any objective, observable features like expressions and accents. That was all the players had to work on going in.

One thing I used was a Canon Cut-off. That was, any and all facets of that character could be considered important to their being or likely to come up were to be PM'd to me before the player's first post. Until then, they had as long as they wanted to tweak and discuss their character with me, but, from their first post, the information was locked down and unchangeable. They didn't know what their characters would be faced with when they made them, and were obliged to stick with it.

The reason I got interested in the idea to begin with was figuring out a way to maximize the consequences of character death, and I think allowing a player only one character, emphasizing interaction and growth, and stacking the odds against their survival would cultivate a sense of loss if they fail. Making a character's death feel like a punch in the gut is what I'm going for, frankly.


I don't know enough about your game's content, but, if a player was to create more than one character and one died, you could perhaps have the corpse turn up later in a particularly brutal, Saw-esque fashion. I think if I were to see one of my creations who was taken from me turn up later, dismembered and degraded, that would be rather cutting - but, if I had another character, at least I would still be able to enjoy the game.
Another few weeks. Another couple of people moving in. Benji had heard and seen estate agents, but there was no point trying to get rid of them. It was like killing wasps; it would make the world a very slightly better place, but, without taking out the nest, there would just be another one of the stinging little bastards to take its place. He’d sat there in the middle of the room as it was painted once again, laughing bitterly from the sofa while they blindly removed the profanities, blasphemy and nudity he’d daubed all over the walls to get the previous fuckers out. Apparently, they thought there were squatters or local kids who kept tagging the place. To be fair, the disembodied spirit of a previous tenant wouldn’t have been his first guess, either. Every so often, he would move things around just to confuse the painters, just for his own amusement. He’d pay for it in the end; another few minutes without peace and quiet, because every few minutes he distracted them, the longer they would stay – and that was without taking into account their bonus score-multiplier that somehow entitled them to take more than the requisite amount of tea breaks and talk about drivel.

Still, it gave him a few more moments to filch another pot of paint. It was shitty decorating paint, but better than nothing. And it would come in handy, if some more tenants were going to try to get their feet under the table.

The fabled day arrived, heralded by the slam of the front door. To work, Benji said to himself, with a sigh of both spiteful joy and more general irritation. Tearing the lid off one of the tins of paint and grabbing a brush, he marched deftly into the hall and set to work, smearing neat, rounded lines in the effigy that would echo through the collective consciousness of mankind until the end of time; a dirty great phallus glowing in perfect white paint against the beige wall. Well, he prided himself on his penis- scrawls; neater than most, with comically rounded features. All that it needed now were those oh-so-predictable droplets – one, two, and-

“Fraser there's a guy up here. Do you have any idea how rude you're being and how illegal this is? First of all this is breaking and entering. Second of all that's defacement of property. I should call the cops on you.”

Well, that was a first. He’d rarely done the disembodied floating things at people bit, but he’d never known them to react so calmly. It was typically met with screams and hurried footsteps in the best possible direction: away. What was she doing? Telling off the paintbrush?

Wait.

’There’s a guy up here?’ Me?

Slowly, he turned his head to look at her, brush still balanced perfectly against the wall for the final mark of ejaculate. There she was, hands on hips, staring right back at his curious frown. With his free hand, he waved his hand at her, slowly. Without missing a beat, she waved back.

There was no doubt.

“What do you have to say for yourself?”

Without a word, Benji turned on his heels, stuck his arm straight out and walked down the hall and to his room, trailing the brush along the wall in a soft, curving motion, leaving a gentle streak of white behind him, kicking the door behind him shut. He was a firm believer that actions spoke louder than words.
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