Avatar

'Souls RPG @ Tumblr

@soulsrpg / soulsrpg.tumblr.com

Please check the FAQ and our useful tag list before asking anything, thanks! Types of questions to ASK on the Tumblr:
The following should NOT be asked to this Tumblr:
Thanks! :)
Avatar
Anonymous asked:

What are the current standards for response time from both leaders and staff? F.ex. joiners and requests, PMs, pack maintenance.

We generally try to respond to joiners and requests within 48 hours, though we know we've taken a bit longer in some recent cases. Things always take a bit longer when we need to discuss and decide how to address issues, since staff operates in different time zones and on different schedules, so we're often not all online at the same time to get through a discussion quickly.

Leaders are expected to respond to OOC joiners in a similar timeframe -- within 48 hours.

For other pack-related issues, maintenance, etc, a few days to a week is acceptable. If you haven't heard back about something within a week, we encourage a polite follow-up to check in on it. If you need to this multiple times for a leader, especially over a short period of time, do let us know.

That said, do remember that all players, leaders, and staff are adults and most have full-time jobs or schooling. Timely responses are, of course, ideal, and repeated failure to respond in a timely manner should certainly be addressed, but some grace is always appreciated. For the most part, we all wish we could respond faster too!

Avatar
Anonymous asked:

Say Jackal was an open character that the original creator adopted to a player that played Jackal as an active character for a while, but then dropped them. If the original adopter of Jackal allowed another active player to keep Jackal as a cNPC temporarily with the intention to play Jackal as their next active character, would the 'SA be able to help the original adopter re-claim the adopt in the event that the current owner wishes they remain an inactive NPC instead of being played?

We're… not 100% sure we understand the scenario, but our understanding is:

  • Player 1 is the original creator of Jackal.
  • Player 2 adopted Jackal, played them for a time, then dropped them.
  • Player 2 gave Jackal to Player 3 to have as a cNPC (of another character, say, Dog). Player 2 intends to take Jackal back to play later.
  • Player 3 now wishes for Jackal to remain a cNPC, but Player 2 wants to reclaim them.

Unless a formal contract or other agreement was in place that stipulates scenarios where Jackal should be returned to Player 2, Player 3 has the power to do what they wish with Jackal, including keep them as an NPC.

When a character is given to someone else to use as a cNPC (or to a pack as a pNPC), formal ownership of the character transfers to that someone else. Using someone else's available cNPC slot as "storage" isn't really encouraged for precisely that reason. If the intent was always to reclaim the character, a formal agreement should have been in place. In the absence of this, ownership defaults to the adopter for as long as they are active, even if the character is not active.

Even if Player 3 becomes inactive at some point, Player 2's avenues for reclamation may be limited, especially if Player 3 specifically has Jackal exit 'Souls or has other specific plans, as opposed to simply disappearing.

Avatar
Anonymous asked:

what would you guys say has contributed the most to having such a long running forum? especially after twenty plus years!

Pure stubbornness.

(And our long-supportive members, of course!)

Avatar
Anonymous asked:

Has there been any instance in recent memory of a player going under two different usernames at the same time to circumvent auxiliary slot requirements? :0 As discussed on board recently, obtaining additional slots is a /lot/ easier now than it was in the past, so it makes me wonder if anyone ever tried to pull a fast one on staff.

Not in recent memory, no. It's happened a few times in the past, though the ruse never lasts long and it's never worth it! Ultimately, it's a lot easier to just wait out 30 days and the requisite number of posts than it is to keep up a charade indefinitely. Constantly having to lie to everyone -- staff, sure, but also your RP partners -- is a lot of work! Also, with OOC accounts now, that's a minimum of four accounts to manage just to play two characters? Or six if you wanted to do three? And multiple Discord accounts?? ...Just make the posts, man. :V

Avatar
Anonymous asked:

Piggybacking off of the previous ask about new packs: if all of the packs disbanded and no new packs formed to replace them, would that ultimately spell the end for 'Souls? Or would Admin "retire" the current pack model that seems so challenging for the primary playerbase to form/maintain and perhaps transition to something more along the lines of the loner band model? Have there been any discussions or brainstorming happening behind the scenes to see what ways leadership could be made easier?

For what it's worth, we find that scenario pretty unlikely. The lowest number of packs 'Souls has ever had was three, mostly in its earliest years. Four was the baseline norm for a long, long time, and there were years where five felt like a lot of packs. The trend over the last few years has been for fewer and larger packs, which tends to mean each pack is more stable (higher number of very longtime members, lots of worn in routines). This does mean that it's more notable when a pack disbands though.

When we had many more packs (at our peak, we had nine?? packs -- eleven made it in the yearbook that year, with two disbandments and two new packs formed), it was always sad when a pack disbanded, but it felt less like a blow to the board on the whole -- and as mentioned, people were always eager to start new packs in their wake. Even if all the packs disbanded, we don't see a reason to retire the pack formation process -- why not keep it around for when someone else wants to start a pack? In the meantime, sure, loner bands are there to be utilised. It may be that 'Souls transitions into a loner band-centric place, which somewhat resemble the simpler, classic packs of yore. We don't think there's anything wrong with that. The game has always, to some extent, changed and adapted with its players. As our playerbase continues to age, it may be that that more relaxed model of group management (loner bands) is better or more desirable, but that doesn't mean the pack model can't still work for some players who have the time/energy. We've endeavoured to simplify leadership responsibilities over the years (for example, by eliminating requirements for pack sites and encouraging leaders to delegate some tasks to members), but the most integral parts of leadership will always be time-consuming. We're not sure there's much we can do to make things easier, but as always we welcome feedback from past and current leaders if they have input or suggestions. :>

Avatar
Anonymous asked:

'Soulsland seems pretty tame as of late... Is there a big board-wide event on the horizon? 👀

Maybe, maybe not!

In general, we feel that "large" plots are better handled at the pack-level than at the board-level. Pack-level plots are better able to leverage lore, ranks, and relationships that are meaningful to individual characters, which usually means there's a lot more actual participation and interest.

Even if we wanted to orchestrate something like a big, board-wide war plot, we'd need all pack leaders to be on board so they can figure out how individual packs would handle the situation and break down plot-related threads within their space. In practice, it's usually easier for pack leaders to organise their own plots, whether within a single pack or involving other packs, rather than having to deal with additional administrative input and direction. Pack-level plots also allow players with characters in multiple packs to distribute focus better because it means all of their characters probably aren't dealing with chaos at the exact same time.

This is why board-wide plots tend to be weather-based. They're less complex and are usually easy to scale in terms of severity, so leaders (and individual players) can decide whether or not they want to deal with a big disaster or a little one. Still, the flexibility of weather plots also means they don't feel very urgent -- most players tend towards them not being very consequential and are demonstratably less interested in them than something like a juicy murder plot. Additionally, with packs spread out as they are there's not any easy way to do a centralized threat, such as an invasion or other violent adventure, without travel time and proximity issues to consider.

It's a tough thing to balance! Some players want excitement all the time and some players would much rather do their own thing with minimal input or influence from cosmic forces of nature that might scheme to destroy the very cool cabin they slaved over.

Avatar
Anonymous asked:

I feel like just few years ago, players would be champing at the bit to form new packs once the ratio allowed it! Does the 'SA have any insight as to why pack creation has slowed down? Is it because the userbase is full of tired working adults now?

Pretty much that!

Running a pack is a lot of time and effort -- even setting one up is a lot of time and effort! Few players want to go through the trouble if they don't think they'll be able to dedicate time to a pack long-term. It's a big bummer to get through set-up and approval only to find that you have to let it all go soon after.

Many players are also already spending a lot of time on 'Souls in other ways, in other packs, through their many characters, etc.

We're not sure there's much that can be done about this unfortunately. Our primary playerbase has definitely aged and matured with the board, and while we're lucky that they're all extremely dedicated and loyal, we certainly can't begrudge anyone for not having the time/energy to run a pack when they've got a full-time job, family obligations, etc.

New blood is always great (have you voted for us recently? ;D), but it can take quite a while for a new player to become acclimated to 'Soul's hefty knowledgebase and feel comfortable enough to tackle a pack.

Avatar
Anonymous asked:

In a post-humanity world where canines have retaken and expanded beyond their pre-1988 ranges, would this also apply to animals like grizzly bears whose historical ranges were sometimes double their current size? I know they're not native to the Maritimes, but their range used to include significantly more Canadian wilderness than it does now (or did in 1988).

Yes, in the absence of humans, many species have expanded their ranges and repopulated historic territories. This is true of the grizzly, but even its historic ranges do not include Maritimes Canada. They remain on the western half of the continent, and while Luperci from those regions may have had encounters in the past, there should still not be any grizzly encounters in playable territories.

Avatar
Anonymous asked:

What happens when the only active leader character of a pack is removed for inactivity? Does the pack automatically disband?

Correct.

If the only leader of a pack is removed for inactivity, the pack is automatically disbanded. If the leader is reachable, they have one week to create an IC reason for the disbandment; otherwise, it is assumed that the leader character simply disappeared, throwing the pack into chaos.

Avatar
Anonymous asked:

When you are aNPCing a character, is the character considered "dropped" from the time the PM is sent to the Pack Account or is it from the time the drop is posted to the drop list by the Pack Account?

The date you post your drop notice is the date you officially drop your character, regardless of when your title is removed, etc. Similarly, the date you PM your leader asking permission to NPC constitutes your drop date, and leaders should reflect this when they post aNPC notices.
Avatar
Anonymous asked:

Can a player be a leader of 2 different packs?

No. It's not uncommon for players who are leaders to achieve high ranks in other packs, but regardless of IC rank, players are not leaders of a pack unless they have formal OOC authority in the pack, and leaders in one pack cannot have this in another pack.

Avatar
Anonymous asked:

Does 'Souls allow for artistic interpretations of how markings/marking placement may translate from Lupus to Optime?

Yes, to a degree. Markings can shift slightly/somewhat between forms, but there shouldn't be any dramatic differences. All colors and patterns should appear in all forms. Characters cannot have completely different markings between forms. Every marking that appears in Lupus form should have a counterpart in Optime form, but the exact size/proportion of the marking can vary slightly. For example, if a character is all white but has black hair in Optime form, they should absolutely have a patch of black on their head in Lupus form too -- but it's fine for that patch of black to be somewhat smaller in Lupus form than Optime form (e.g., say it covers 25% of their head in Lupus form but 50% of their head in Optime). This degree of creative allowance is permissible. If you have a specific design you want to discuss, please feel free to PM us.

Avatar
Anonymous asked:

Could there be pronoun roles in the Discord?

There could be. Unsure if there needs to be?

It's fine for pronouns to be edited into nicknames, or included in your Discord profile. Roles are not visible until you click into a user's profile anyway, so including pronouns in your profile has the same effect.

Ideally, if implemented, pronoun roles would be self-assigned rather than staff-assigned. Usually this is via a specific role-assignment channel, but we generally try to keep things simple on the server by limiting the number of channels. If there's big demand for this, we can consider it, but this can be handled via existing functionality.

Avatar
Anonymous asked:

Will the prizes this SoSu be digital or traditional?

It is a mystery.

Also, possibly,

Avatar
Anonymous asked:

Regarding the last post made here, there was a line that caught my eye: "if immune humans...eliminated nearby canine populations (they’d need to murder all their doggos though)." Does this mean that canon immune humans have/had pet dogs still? And if they kept dogs up to the time they went extinct, would playable chars be able to have lived among humans/descended from human reared canines? Not for them to introduce tech, but it could be interesting to play a canine that knew/knew of live humans.

No, canon-timeline humans would've recognised dogs and other canines as threats a long time ago and would have eliminated them accordingly within their enclaves. In the early years of the apocalypse though (pre-90's), that threat may not have been clear, so pet dogs living among human survivors may have triggered scares among humans during their first shift, interalised the fear humans had for them and shifted their allegiance away from humans, and become more direct threats. Canines among human survivors are likely to also pass around continued variants of the virus (effects to canines could be the same while becoming more/differently dangerous to humans), threatening whatever fragile immunity they achieve. And so, alt-timeline humans would probably need to eliminate canines among them much earlier in order to prevent virus variants from spreading and to gain a better foothold on otherwise dog-dominant territories in order to establish broader control. We have no plans to allow for playable characters to have had direct contact with humans at any point within the last 20 years. At this point, even the characters that came into direct contact with humans during the Gamma 7 plot are long gone and their stories have mostly not survived.

Avatar
Anonymous asked:

Theoretically, in the future, could the virus-immune humans worldwide rival Luperci in population numbers or even possibly technologically advance/salvage enough of their technology to perhaps challenge Luperci society? Theoretically of course.

Canonically, the immune human populations have been in steady decline for some years. Their isolated enclaves are generally poorly suited for ongoing survival due to limited, polluted, and contaminated resources. By now, numerous natural disasters, equipment meltdowns, energy depletion, etc, would've also taken its toll. Ventures outside their contained areas invariably end in disaster, and it's likely the canon human population will become extinct soon. All that said, sure, it's possible that in an alternate timeline, humans could challenge local Luperci populations and reclaim land outside of their enclaves. In the US, at least, it's not unlikely for there to be insane stockpiles of weapons and munitions available for use so that even a tiny human population could defeat large numbers of Luperci, who might quickly learn to fear and avoid them. Realistically, the best time for humans to have pushed for this would've been early on, while Luperci populations were less organised and adapted -- if immune humans in the early and mid-90's had pushed out and eliminated nearby canine populations (they'd need to murder all their doggos though), they might've had a better chance establishing larger human territories. But this would've also been the time when they're least sure of what's happening, whether they're still at risk of the virus, etc. Also, while munitions might take a while to go through, resources like gasoline, electricity, etc, would deplete fairly quickly. Diseases and virus' that are treatable with modern human medicine would no longer be available. The AIDS epidemic was still ongoing in 1988, and influenza and other contagious diseases would rapidly spread throughout the populous. Birth mortality rates would increase, and even for infants that did survive, a large portion would not live to see their fifth birthday. (Immunity is also not guaranteed to be inherited.) Humans are prone to in-fighting, and dwindling resources may strain already tenuous group relations.

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.