Avatar of whizzball1
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    1. whizzball1 13 yrs ago
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In Mahz's Dev Journal 11 yrs ago Forum: News
Besides, if a GM should excessively abuse the right to kick people out of an RP simply to ruin things for other players, then that GM will soon find himself/herself without players. Word gets around. We personally would rather have the moderators involved in the one in three hundred and twenty-seven cases where a GM abuses such, than to force the moderators to have to deal with the three-hundred and twenty-six cases of being asked to remove someone from IC access when it isn't GM abuse. They've got enough to deal with as it is. No point in ensuring that they get extra work, simply because someone's might potentially abuse the very limited power they get.


But Legend makes the salient point that any reasonable people could simply talk with each other, the GM explaining to the player that he doesn't want the player in the RP for so and so reason. If they and the ban reason are reasonable, then they would either negotiate or the player would leave without a hassle. If the player does not leave without a hassle, then that player is unreasonable and may not be suitable for the website (if the ban reason is logical). If it is illogical or petty, a reasonable player will still leave, but may appeal to the moderators. Thus all things resolve themselves. Unreasonable/troll players are rooted out, illogical or petty bans are overturned, negotiations can occur, and all things will stay well in a reasonable realm.

To add to this, if GMs were able to ban players from posting in an RP, the player may not understand why and will make an appeal that only creates more work for the moderators. Or an unreasonable player may make an appeal that also creates more work for the moderators. Thus two-thirds of appeals are fruitless and make more work for the moderators. However, if GMs are to ask players to leave rather than ban them from posting, one-half of wasteful appeals are eliminated.

Logically, the option that creates less fruitless work for the moderators and resolves the most problems in the simplest manner is the best. As I have just explained, that option is doing nothing at all.
In Mahz's Dev Journal 11 yrs ago Forum: News
As I see it, the commentbox would only be visible to three parties:

1.) The person who was barred.
2.) The person who did the barring.
3.) Mods.

Not public.

(EDIT: Yes, I think that letting the player know why they were barred is an absolute must. And the reason why the commentbox is post-sized, not 140 characters Twitter-style is exactly so it wouldn't be out of context, but you could quote/refer to some of the places where the player was being a disturbance, cite instances of powerplay/godmod and refusals to edit posts to remove such, state when the player last IC-posted and how long others have been waiting on them, et cetera, et cetera.)


I agree. To omit a box for a ban reason would be horrible. (I even propose that it be made mandatory.) Even if it's only two words, for example, "Illogical logic", it's far superior to having [i]no[i] reason at all. If the reason is petty, then the GM will have to make up something that will probably seem desultory or careless if an appeal is made to the ban and a moderator checks it out. It makes the appeal job for a moderator easier, whether the appeal is founded or not.

<Snipped quote by Shienvien>

Doesn't matter. Logic is no match for irrational thought.

You're overthinking it.

The simple explanation is: The GM has the right to kick you from their game. Boom. Done. KISS.


I agree that the GM has the right, since they own the roleplay, but their roleplay exists on a site built in the interest of fairness, so they are subject to that site's rules. And good, fair rules include a mandatory reason for a ban. If a GM has a good reason for banning a player, they'll take the time to write at least a very short summary of said reason. Is it too much to ask of a GM to do that? I think not.
In Mahz's Dev Journal 11 yrs ago Forum: News
so, because of the potential of one or two rotten apples in a barrel of five hundred, you feel the mods should be charged with every single change to RP participant changes on the RPs with restricted IC? How will they have time to deal with the actual moderator stuff if they have to check over all those things? And how can they possibly be expected to know when someone is abusing their role as GM from seeing such? Don't forget that the moderators are volunteers. They don't get paid for this.


I was going to make the point that @LegendBegins did. Either way, the moderators have work. The question is which method will require more work for the moderators--and I hold that allowing GMs to block people from posting in a roleplay is that method. For if a person is removed from a roleplay in a personal attack and the moderators are notified, they must look through the OOC to see if the victim really is a victim if said victim omits to include posts that prove their claim. It may be harder to figure out whether the expulsion was a personal attack or had valid reasons.

However, if instead the GM must ask the moderators, they will of course have to provide a reason, which means that the moderators will (1) not need to check as rigorously and (2) already have the presented reasons in mind, so they don't have to guess.
In Mahz's Dev Journal 11 yrs ago Forum: News
<Snipped quote by whizzball1> Yeah, I hear ya. I agree that it's a great feature. As far as GM-/co-GM-specific powers, what do you think of each tab having its own post that's shared between the GM and co-GMs? It's kind of like auto-creating the first post in each tab except that it's optional/invisible until a GM/co-GM actually puts content on it. All GMs can edit it, and the revisions are saved so that a rogue GM can't just forever delete the content. It solves some issues and can be easily built on top of the current system without touching anything. ( At the moment I'm working on the roleplay/check tagging system)
Oh, yes, that'd definitely work well. So even if the main GM couldn't be changed, any co-GMs added would still be able to keep the RP going.
In Mahz's Dev Journal 11 yrs ago Forum: News
<Snipped quote by whizzball1> I'll consider this sort of feature when there are actual co-GM-/GM-specific powers. <Snipped quote by Captain Jordan> Some day™. The auto-suggestion system was easy to hook up for the co-GM form since you can only add one at a time, so the auto-suggestion UI can just take over the entire input. But the new-convo form is a comma-delimited list of usernames, so it'll involve some thinking + refactoring to implement.
My main concern was that if the GM happened to delegate the RP to someone else or someone took over the RP, the all-important first post can't be changed, especially if the GM is gone for good.
In Mahz's Dev Journal 11 yrs ago Forum: News
Latest push: Implemented a co-GM system, available in the edit-topic panel: A roleplay GM can now elect up to two co-GMs which will receive an orange "Co-GM" banner in their posts. It's purely ceremonial for now, but eventually GM/co-GMs will have some more controls available to them. However, it's a strong signal of authority to a roleplay's paticipants since players are required to obey GM/co-GMs (rather than bicker with them). Also implemented a username auto-suggest system which I'll eventually extend to the mention system to make mentions easier.
Does this include any way for administrators or moderators to change the GM of a roleplay, in case the GM has for example disappeared or abandoned the roleplay?
Dynamics said
The way you're arguing.All bases are fun.


Really that's how they argue?

They areeee
Legend said
STOP BEING AN LGBT RIGHTS ACTIVIST. Actually, it keeps kicking me out.My brother refuses to learn how to count in base numbers =(


Why would I be that? o3o

Huh.

Base numbers are awesome! I can count in Base 12. Well, technically, I could count in any base if I just thought about it for a bit, but still.
I think I found out it was online before you did because your account isn't online ha
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