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The Fumble: Game Master Secretly Plotting Against Online Players Who Don't Use Their Mute Button
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<blockquote data-quote="jedijon" data-source="post: 7977332" data-attributes="member: 49099"><p>Interestingly enough while my company is currently getting hundreds of people together on regular conference calls and starting EACH one with multiple reminders about the “audience” staying on mute...when they can actually easily MUTE YOU but EVERY call multiple people manage to unmute themselves and cause unstoppable chaos - “yes whomever just said loudly into their cellphone ‘I can’t talk right now, I got this dumb work thing...’ we can hear you and you’re not on mute—please remember to mute your phones people” - at this same time, I’m doing sessions for a group of KIDS, ages 8 to 12, kids who’ve never played before and we don’t do grid combat, don’t do turns, I give them intro text to the current situation—field questions—and occasionally referee who can try their proposal first.</p><p> </p><p>Hunh.</p><p> </p><p>And it was easy / went smooth. In my favor perhaps is the fact that there were multiple people in each room so nobody could be 100% distracted. But in my game format, that person is ignored by default and at worst can’t enrich the game experience. Compare that to a structure where you’re waiting for them to take their turn!</p><p> </p><p>‘You join an online game, everyone seems pleasant, yet you’ve been burned before by social habits you found rude—which eventually drove you up the wall. It’s sunny outside, you’ve got your snacks and a keyboard. It’s time for the session to begin! You log on, and a fellow player greets you by name. .... ....What do you do? .... .... .... ?’</p></blockquote><p></p>
[QUOTE="jedijon, post: 7977332, member: 49099"] Interestingly enough while my company is currently getting hundreds of people together on regular conference calls and starting EACH one with multiple reminders about the “audience” staying on mute...when they can actually easily MUTE YOU but EVERY call multiple people manage to unmute themselves and cause unstoppable chaos - “yes whomever just said loudly into their cellphone ‘I can’t talk right now, I got this dumb work thing...’ we can hear you and you’re not on mute—please remember to mute your phones people” - at this same time, I’m doing sessions for a group of KIDS, ages 8 to 12, kids who’ve never played before and we don’t do grid combat, don’t do turns, I give them intro text to the current situation—field questions—and occasionally referee who can try their proposal first. Hunh. And it was easy / went smooth. In my favor perhaps is the fact that there were multiple people in each room so nobody could be 100% distracted. But in my game format, that person is ignored by default and at worst can’t enrich the game experience. Compare that to a structure where you’re waiting for them to take their turn! ‘You join an online game, everyone seems pleasant, yet you’ve been burned before by social habits you found rude—which eventually drove you up the wall. It’s sunny outside, you’ve got your snacks and a keyboard. It’s time for the session to begin! You log on, and a fellow player greets you by name. .... ....What do you do? .... .... .... ?’ [/QUOTE]
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