Pter wrote: » Ok point taken. Apologies for the wording. I'm not trying to imply any wrongdoing or impropriety on your part.
Necro wrote: I think the current FG charter kinda covers the D&D forum. Obviously there might be changes coming to that gauging on this discussion but a lot of the WW rules are applicable to other Play by Post RPGs too. Werewolf, by design is also a play by post RPG.
Pter wrote: » ... GMs are not allowed to turn away players where there is space for them in the game. The official line from boards is it is half backseat modding and half bullying.
Pter wrote: » Sorry i should add; if we have golden rules or a list of rules that need to be understood, we NEED to get them into a proper charter. We dont have one for D&D. We have a welcome message and an outdated list of games.
OldGoat wrote: » IRL the GM is the creator of the game and if he know that a player will not suit the form of the game then that player does not get to play the game as it will inevitably make the game poorer for all to play. Shoehorning a player in that is not a good match for the game or team is inevitably going to **** up everything. If this is Boards official policy then it's a poor policy (for this situation) and that we should see about changing it. The GM is the one tasked with making the game playable and should ultimately has say in who plays and who doesn't. I agree that a consistently disruptive player should have their card marked by the mods so the reporting of such players is welcome but the mods should not have the right to decide who the GM puts into a game team. I do agree here, the forum should have a charter. It should list out what is expected of a GM and what is expected of a player. It should note that any players leaving SHOULD notify the GM when possible and at the earliest possible time. The charter should be a simple request for for polite consideration of others involved. Setting rules and structures (beyond the Boards specific rules) before they are required is a redundant move. The "Don't be a dick" disclaimer covers the majority of situations for a games forum featuring grown up people should be enough. Anything that it doesn't cover can be added if and when the situation arises.
But on that last point <regarding oversight> : No. I can see the need to appear to be fair, but it's not supposed to be fair. Look at the original Dungeons and Dragons. The DM in that game is specifically tasked with killing the party. He's not a referee, he's an antagonist. How do you police that? "My GM killed my character! I spent weeks writing that character" "What happened" "well, it all started when we voluntarily went into this incredibly dangerous pit full of vicious monsters and deadly traps…" The idea that a player dying is somehow NOT a foregone conclusion is crazy. The odds are against you. Survival is not assured. That's the fun of it. Risk/Reward. More generally though, there has to be trust or the game doesn't work. The GM requires absolute power over their world, and the players need to surrender themselves to that power or find another table. The GM does a lot of stuff behind closed doors, and you need to trust that they're either doing it fairly or they're doing it unfairly but equitably against all players. By all means have a process for dealing with players feeling aggrieved but there need to be severe limits e.g. : Player vs Player interactions are strictly moderated by the GM Your remit should only be to look at Player vs GM dispute. Players **** with eachother. The only game it hasn't happened in here was Vampire, because there's only one player. Exception being if the GM favours one player over the other. But…. You should not be getting involved in Player vs GM disputes until you have a full understanding of what the dispute is - that means reading the game. The whole game. It's the context against which the dispute is judged. Often perceived injustice develops over a long period of time. And in many cases you're talking about asking a GM about what's (possibly) going to happen in the future - a lot of stuff that doesn't seem fair isn't, because it's building to something. Actually, stopping there - Reading those back, it still feels like "No" was a much better answer. You don't like your GM? You talk to your GM. If you can't reach an accord, find another table. What's your best case outcome of involving F- or C-Mods? You reverse a GM decision? That GM is never playing with you again. There's no trust. Your GM's decision is upheld? You're never playing with that GM again. There's no trust. And you do that enough, the GM is just not going to bother playing games on that site because clearly the Mods are happy to GM for them, so what's the point? The exception might be a GM going to a Mod regarding a non-player - e.g. someone dives into a game they're not part of, but that's already accounted for in the charter - or a GM complaining about a player but again, that needs to first be a GM - Player chat to resolve. If you can't work it out with that player without shopping them in to the Mods, how are the other players supposed to trust you? And what good comes from involving the Mod? The game is already over. In conclusion - Trying to apply some kind of oversight to D&D beyond what is already provided for in the charter, given the nature of the game, does not benefit the players, the GMs, the Mod team or Boards. I realise you need to have a process, but for christs sake don't ever use the process!
the plan wrote: OK so the basic premise is this : Apex is gone, and underworld is emboldened. Downtown is up for grabs. There's no major power structure in downtown, it's dominated by small pockets of <REDACTED - LIVE GAME!> - but there's no cohesion and they don't really value <REDACTED>. The crime syndicate - <REDACTED> - who predominantly run the lower island and southern mainland between them - are pushing. Their constituents have conflicting agendas - <REDACTED> The street gangs of the Skillet have an uneasy truce - <REDACTED> Chapter 1. A super-powered gang from the Skillet have assaulted a bank downtown. What do they want? Money! It's not a well thought out plan. They're not interested in unifying to take on <REDACTED> - everyone knows that you’re really just capitulating to the new foundrymen. (the Loomies are particularly sensitive to this as the Baker Boys (are you sold on that name? It's worse than Loomies), Foundrymen and Loomies are all vaguely fire-themed gangs, and the Foundrymen arguably were stronger than the Loomies before they got swallowed up by the BBs, so there's a very real threat they'll cease to exist. So why not just take what they want instead? They're hoping to reinvest this cash into buying more of these weapons outright and securing their survival. Or so they think - their leader (candle pun, candle pun…why aren't there more words for candles?) is trying to get out of the Skillet and go legit, a big wodge of cash will help and so much the better if he's walking away from the gang scene imploding; he's happy for the deal to go south as a farewell ****-you to the NewFies and let the whole island burn. Sista Blista and Menorah go in the basement. Blista hits the vault, Menny grabs the staff as hostages and holds them in the office on the 1st floor. Wait - how many people would work in a bank? Menny has 2 powerglovers, 3 candlestickers and 3 shooters. Blista has 3 powerglovers, 2 Candlestickers. Tallowman goes in the front door. Say, 3 Powerglove goons and 3 candlestickers - to create havoc. (No hostages? What will you do with the civilians in the front-of-house? Ignore them? Have them run screaming? **** it, see what the team do and what works at the time. But Tal' doesn't want hostages, he wants panic in the streets) Dude, that's a lot of goons. **** you! Running tests, Indi and Plas can easily take out 6 thugs without taking a scratch on mediocre rolls. And neither of them is the main combat guy. On paper, if Shelly walks into a room, only Shelly walks out of that room alive - with Prowess 7, the goons will beat themselves up just trying to hit her (any room for a Pyramid test or rigged combined effort to make it more interesting? Skeith likes a puzzle). Fourier could come up with some interesting TK moves. So any encounter should have a minimum of 3 thugs per Hero, but this is the opener - split them into 1 Lieutenant, 6 thugs; 3 groups, 3 separate locations, any encounter is 7 vs 5, let them get used to their powers and being heroic and how the system works, then ramp it up if anyone sticks around. Starting Positions Indigo Spirit : Could be sent out by Hamilton. I like the idea that he's practicing slipstreaming behind trains and has the option to keep doing it or react to the bank robbery as he passes over. But now you need to think about what Hamilton wants, little rabbit. <Pter> & <Necro> : On patrol outside - they're proper heroes. Are they *the* city's heroes now? <sKeith> : Is he still playing? Dirty Joe / Mooman - negotiating a bank loan on the inside. Powers in play : Alt Form, Transformation, Images, Dirty J's stuff are independent of environment. Wall crawling : Banks have walls. Tick! Danger sense : I'd say getting punched in the face by the love child of wolverine and lumiere is dangerous. Tick! Matter Control (TK) : See what he asks for. How much stuff isn't nailed down in a bank? What can he lift? Machine Control : Not sure this will be useful at the front door, isn't most stuff computer controlled? Vault doors would have machinery to move them - would you shield that if you knew there were supers? Flip for it. Otherwise it's what, Aircon, ATMs, doors - can you MC an Electromagnet? You can power one up, but can you power it down? Wing it! <redacted> : I don't think you can fit that in.
Pter wrote: » Four has asked me what I'm proposing and now you have too and tbh....I don't have a solution. But I know there is a problem. That's why I'm asking. If I had a solution I'd give it to ye for feedback and the implement it.
Pter wrote: » With regards to me modding and playing, you have raised this before and I'll give you the same answer pawwed gave you. Forum modding and playing haven't conflicted in the past. The forum has been fine while sully and I both modded and played. The crisis in abuse of power you seem to be worrying about doesn't exist, and if you don't take my word for it, there is plenty of feedback throughout ww to back this up.
Fourier wrote: » Anybody yet to send the rest of the character details, just send me a name for the opening post. If you want a pregen that's no problem.
Banjo wrote: » Darren Dedicoat, present and correct. May be in the middle of homework and dinner when this kicks off, but as long as no one minds me accidentally posting the 4 Plus tables as my contribution if I get confused, we'll be all good.
Necro wrote: » Ha, it's just letters and how they sound in our house at the moment, my guy is already great with numbers so hopefully won't be hugely difficult when they start the maths:)
Banjo wrote: » Can I ask what country this will be set in and if it's present day? Need to see a man about a motor.