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	<id>https://wiki.extremist.software/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SeanDeluge</id>
	<title>Noisebridge - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.extremist.software/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SeanDeluge"/>
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	<updated>2026-04-04T03:56:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31721</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31721"/>
		<updated>2013-06-06T19:15:16Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31720</id>
		<title>User:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31720"/>
		<updated>2013-06-06T19:14:23Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31688</id>
		<title>User:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31688"/>
		<updated>2013-06-05T02:37:59Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On June 1st I watch as a paid member walked into the space made a left turn to the library and pointed to 3 people with backpacks and tell them; “you&#039;re out, you&#039;re out, you&#039;re out. Time to go he said. I turned to him and asked him why because I hadn&#039;t seen them being disruptive or under the influence or even sleeping there. As far as I knew they had just arrived and were talking about getting something going in Noisebridge like learning to code or learn circuit building. I was never given any explanation but was told “you&#039;re out too, pack up your things time to leave, don&#039;t come back until the meeting. Again I asked why. I was told I spend too much time at Noisebridge and all I do it watch Youtube, facebook and play video games and that Noisebridge wasn&#039;t created for that, it&#039;s not a Internet Cafe. I agreed I did play some video games albeit only for short periods of time when I get burned out working on 3D mesh for my project with Unity or music creation which I had just spent nearly 3 hours on that morning. He told me to show him but when I opened up Unity to show him the work I had done he didn&#039;t even bother to look and said it&#039;s nothing, doesn&#039;t count it&#039;s not coding. I tried to show him the work on my music project and he said Noisebridge is not for music projects, that it&#039;s for coding so why wasn&#039;t I learning python and coding. I told him I have little interest in coding except for what I needed for my unity project and would learn what I need as I progressed. &amp;quot;Not good enough&amp;quot; he said, I was told time to leave. I said this was harassment and not being excellent and he should go also until the meeting. As I started to pack my things to go he laughed and slapped me hard on the shoulder. I asked him to not touch me. He said what like this and slapped me on the back. I said it&#039;s my body and if I don&#039;t want him touching me I shouldn&#039;t be touched. Again he slapped me on my shoulder hard and gripped it saying it&#039;s his space and he can do as he wanted that I still needed to leave. I pointed out I was packing up and he slapped me hard again on the back saying “Good!” don&#039;t come back until the meeting. I again told him not to touch me and again he grabbed my shoulder hard &amp;quot;be a man&amp;quot; he said. I felt violated and threatened, that this was his way of pointing out that if I did not leave I would get beaten up. I felt this assault was the true representation of what many of the paid Noisebridge members would like to do to those of us who are disabled, homeless or poor. After leaving I was so shaken by this assault that if I didn&#039;t do something to protect myself that the next time I saw him he would kick my ass. I called the police asking what I should do and if it was considered an assault. I was told yes this was considered an assault by all legal standards and they would send an officer down to talk with us. After I had called the police Leif and Zepher(not sure of his name) came down (Leif had talked to me right after I had called and  told him I had called) and asked if I really called. I said yes I did so they decided it was best not to be there when the police came so they went to a place across the street, I was told the name but didn&#039;t hear it right. The police did come and asked me what I wanted them to do, if I&#039;d like them to talk to Zac or arrest him for assault. I said they should talk to him so at least he knew what he did was wrong. I don&#039;t know if they had found Zac or not, I tried to call Lief but only the message thing came up.  I have not been inside Noisebridge since and will be at the next meeting.&lt;br /&gt;
&lt;br /&gt;
	What is Noisebridge to me?&lt;br /&gt;
&lt;br /&gt;
	When I found out about Noisebridge I imagined a place where people looked at the world and thought of ways to use technology to make the world a better place to live in. I imagined a group of people sitting down together and discussing ways they could use hardware and software to help people learn to address their own weaknesses and strengths making it possible for everyone to improve themselves and by doing so improving the world. I believed that Noisebridge was a shining example of the right path to head down. I believed by being there I would be able to share my ideas on how combat selfishness, insecurity, greed and ignorance. I was told Noisebridge was about respecting others and treating each other excellently regardless of what possessions they had in life.&lt;br /&gt;
	What I found was exclusivity, classicism, rumor mongering, accusations and elitism.I also saw drug abuse, drunkenness and laziness. I watched in disbelief as people where harassed and badgered for not working on a project that involved coding or circuit building for being there and not fitting the strict values of ether coding or learning to code. I watched these people who had actually were there to learn and hadn&#039;t gotten started or where taking a break getting bullied and pressured to leave. I watched as people were told to go just because they had backpacks on without even asking what they might like to learn or do while they were at Noisebridge. I spoke up and asked why? I was told Noisebridge is for coder and hackers only. I was told it was not a place for the homeless or those who where mentally disabled (mentally ill). That it was not a social service. Then I started getting this harassment. I was told I was there too much. That some anonymous others thought it was my living room and didn&#039;t want to be there in my living room. I have never felt like it was my living room nor have I ever slept there and have only occasionally even cooked there always cleaning up after myself. I can&#039;t control others or their thoughts and telling me this the teller is assured no proof be needed to support his accusations. I felt stupid that I wasn&#039;t interested in coding or circuit hacking the way others said I needed to be just to be  there, that my interests of making new kinds of music and video games that used a hidden reward system to teach people that were resistant to normal methods of teaching or building 3D meshes and learning basics of game code where not the purpose of Noisebridge.  I started to wonder if Noisebridge wasn&#039;t for education as it&#039;s charter says it is but for a private club of select hackers and coders. That it was not paid for by people thinking it was there as an free educational place where people could learn at their own rate not pressured to complete tasks. I felt maybe I was too old or too stupid or maybe my views were not valid. I felt like it was the views of some of it&#039;s members that only success by their standards was wanted at Noisebridge and that all else was a drain on their private resource . I wondered what kind of Noisebridge it was where those who where “qualified” to be there would be the only ones allowed in. It seemed to me that the real resource of Noisebridge, was it&#039;s ability to take in all kinds of people and that it would be the kind of place where the ones that looked like they needed the most help would be welcome there and embraced by people with skill who would be willing to help out and help motivate. I have seen this in a few member and that&#039;s Noisebridge&#039;s saving grave. I have seen angry members telling how they didn&#039;t need help and that people should get it together and do what it takes on their own as they had. I feel that those who know how would come to show how and not just look down at those who don&#039;t fit their values, sneering and thinking it&#039;s a good place for themselves but not for those homeless lazy drug using bums.  I feel it&#039;s those members of the Elite Hackers Society who probably don&#039;t need Noisebridge as much as they think they do and probably some have moved on or are just too busy to be able to spend time there. The the real purpose of Noisebridge is to change lies in to lives, to allow people to find those doors they can on their own terms and to give opportunity where none was before no matter how long or how slow someone is getting there they at least getting there eventually which is better than not at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My feelings and experiences on this are that when people feel fearful at the loss of control over what they feel belongs to them they will find excuses and reasons even if they have to grab at straws to boaster their reasoning and not the other way around. This is human nature at it&#039;s worst. It is as common as breathing to look around and hate what you can not control that doesn&#039;t fit in your world, that needs to be changed and to try and change it by any means. It&#039;s has caused wars, genocide and murder so it&#039;s not a stretch to see it cause people to be ostracize from Noisebridge. I believe some of the members (but not all or even the majority) feel they have entitlement and privilege to say who and who does not belong. They will find a reason no matter how vague or insignificant it is and some are even willing to use threats of violence to get that point across. &lt;br /&gt;
&lt;br /&gt;
What kind of solutions can be made to fix this you might ask? My answer is fix it so everyone who wants to be a member can be a member. When people become members they vested in it&#039;s success and feel they are a part of something. Making it hard to join gives people the feeling they are invalid and only barely tolerated. As it is now it&#039;s hard to get even one person to sponsor a new member. Even if someone gets sponsored and is there for 4 weeks of meetings and they better not be seen by even one member as unworthy of membership or their membership will get blocked. Most of the people that are at Noisebridge are not members and of those I&#039;ve talked to have said it&#039;s not a big deal. I feel it is a big deal, that this exclusionary practice is not excellent nor does it create an open community but will and has created a slow downward spiral to elitism and feeling of entitlement and exclusivity. Give everyone who wants membership a chance, make it easy to join as a paid member and then make blocking harder to do by requiring two or more people to block and only if they have viable reasoning. By having two or more people to block with a valid reason is by far the better way of consensus and that it creates more discussion and communication than just allowing one person to block for any reason valid or not. What does it mean to be a valid reason? It means the blocker needs a second or more people to discuss their reasons and have them agree. Also valid has to be about what is being blocked and not some vague off subject or feeling. This practice of 2nding a motion (in this case to block) or approve as it is has been in practice for hundreds of years and is one of the best ideas in politics. I am told the reason membership is so hard to get is because they fear people will block just because they can and will do it to troll and piss off others. The idea of having a 2nd to block then takes this tactic off the table. So if there is a motion for consensus and someone blocks they can get a week or even two to find a second and form a viable alternative motion or complete block based on logic and reasoning. I&#039;m told Noisebridge is Anarchistic though I have never seen it mentioned in any official form. I don&#039;t believe we need leaders, I believe we are all capable of reasoning and discussion. That people as a group can make a community without overloads. Noisebridge is on a fine edge that can go either way. Into exclusivity and elitism or open community where everyone is valued but only the members as intelligent unfearful adults can now make that choice. I can only watch and see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean (Dan) Deluge&lt;br /&gt;
06/02/13&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31687</id>
		<title>User:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=31687"/>
		<updated>2013-06-05T01:32:53Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On June 1st I watch as a paid member walked into the space made a left turn to the library and pointed to 3 people with backpacks and tell them; “you&#039;re out, you&#039;re out, you&#039;re out. Time to go he said. I turned to him and asked him why because I hadn&#039;t seen them being disruptive or under the influence or even sleeping there. As far as I knew they had just arrived and were talking about getting something going in Noisebridge like learning to code or learn circuit building. I was never given any explanation but was told “you&#039;re out too, pack up your things time to leave, don&#039;t come back until the meeting. Again I asked why. I was told I spend too much time at Noisebridge and all I do it watch Youtube, facebook and play video games and that Noisebridge wasn&#039;t created for that, it&#039;s not a Internet Cafe. I agreed I did play some video games albeit only for short periods of time when I get burned out working on 3D mesh for my project with Unity or music creation which I had just spent nearly 3 hours on that morning. He told me to show him but when I opened up Unity to show him the work I had done he didn&#039;t even bother to look and said it&#039;s nothing, doesn&#039;t count it&#039;s not coding. I tried to show him the work on my music project and he said Noisebridge is not for music projects, that it&#039;s for coding so why wasn&#039;t I learning python and coding. I told him I have little interest in coding except for what I needed for my unity project and would learn what I need as I progressed. &amp;quot;Not good enough&amp;quot; he said, I was told time to leave. I said this was harassment and not being excellent and he should go also until the meeting. As I started to pack my things to go he laughed and slapped me hard on the shoulder. I asked him to not touch me. He said what like this and slapped me on the back. I said it&#039;s my body and if I don&#039;t want him touching me I shouldn&#039;t be touched. Again he slapped me on my shoulder hard and gripped it saying it&#039;s his space and he can do as he wanted that I still needed to leave. I pointed out I was packing up and he slapped me hard again on the back saying “Good!” don&#039;t come back until the meeting. I again told him not to touch me and again he grabbed my shoulder hard &amp;quot;be a man&amp;quot; he said. I felt violated and threatened, that this was his way of pointing out that if I did not leave I would get beaten up. I felt this assault was the true representation of what many of the paid Noisebridge members would like to do to those of us who are disabled, homeless or poor. After leaving I was so shaken by this assault that if I didn&#039;t do something to protect myself that the next time I saw him he would kick my ass. I called the police asking what I should do and if it was considered an assault. I was told yes this was considered an assault by all legal standards and they would send an officer down to talk with us. After I had called the police Leif and Zac(not sure of his name) came down (Leif had talked to me right after I had called and  told him I had called) and asked if I really called. I said yes I did so they decided it was best not to be there when the police came so they went to a place across the street, I was told the name but didn&#039;t hear it right. The police did come and asked me what I wanted them to do, if I&#039;d like them to talk to Zac or arrest him for assault. I said they should talk to him so at least he knew what he did was wrong. I don&#039;t know if they had found Zac or not, I tried to call Lief but only the message thing came up.  I have not been inside Noisebridge since and will be at the next meeting.&lt;br /&gt;
&lt;br /&gt;
	What is Noisebridge to me?&lt;br /&gt;
&lt;br /&gt;
	When I found out about Noisebridge I imagined a place where people looked at the world and thought of ways to use technology to make the world a better place to live in. I imagined a group of people sitting down together and discussing ways they could use hardware and software to help people learn to address their own weaknesses and strengths making it possible for everyone to improve themselves and by doing so improving the world. I believed that Noisebridge was a shining example of the right path to head down. I believed by being there I would be able to share my ideas on how combat selfishness, insecurity, greed and ignorance. I was told Noisebridge was about respecting others and treating each other excellently regardless of what possessions they had in life.&lt;br /&gt;
	What I found was exclusivity, classicism, rumor mongering, accusations and elitism.I also saw drug abuse, drunkenness and laziness. I watched in disbelief as people where harassed and badgered for not working on a project that involved coding or circuit building for being there and not fitting the strict values of ether coding or learning to code. I watched these people who had actually were there to learn and hadn&#039;t gotten started or where taking a break getting bullied and pressured to leave. I watched as people were told to go just because they had backpacks on without even asking what they might like to learn or do while they were at Noisebridge. I spoke up and asked why? I was told Noisebridge is for coder and hackers only. I was told it was not a place for the homeless or those who where mentally disabled (mentally ill). That it was not a social service. Then I started getting this harassment. I was told I was there too much. That some anonymous others thought it was my living room and didn&#039;t want to be there in my living room. I have never felt like it was my living room nor have I ever slept there and have only occasionally even cooked there always cleaning up after myself. I can&#039;t control others or their thoughts and telling me this the teller is assured no proof be needed to support his accusations. I felt stupid that I wasn&#039;t interested in coding or circuit hacking the way others said I needed to be just to be  there, that my interests of making new kinds of music and video games that used a hidden reward system to teach people that were resistant to normal methods of teaching or building 3D meshes and learning basics of game code where not the purpose of Noisebridge.  I started to wonder if Noisebridge wasn&#039;t for education as it&#039;s charter says it is but for a private club of select hackers and coders. That it was not paid for by people thinking it was there as an free educational place where people could learn at their own rate not pressured to complete tasks. I felt maybe I was too old or too stupid or maybe my views were not valid. I felt like it was the views of some of it&#039;s members that only success by their standards was wanted at Noisebridge and that all else was a drain on their private resource . I wondered what kind of Noisebridge it was where those who where “qualified” to be there would be the only ones allowed in. It seemed to me that the real resource of Noisebridge, was it&#039;s ability to take in all kinds of people and that it would be the kind of place where the ones that looked like they needed the most help would be welcome there and embraced by people with skill who would be willing to help out and help motivate. I have seen this in a few member and that&#039;s Noisebridge&#039;s saving grave. I have seen angry members telling how they didn&#039;t need help and that people should get it together and do what it takes on their own as they had. I feel that those who know how would come to show how and not just look down at those who don&#039;t fit their values, sneering and thinking it&#039;s a good place for themselves but not for those homeless lazy drug using bums.  I feel it&#039;s those members of the Elite Hackers Society who probably don&#039;t need Noisebridge as much as they think they do and probably some have moved on or are just too busy to be able to spend time there. The the real purpose of Noisebridge is to change lies in to lives, to allow people to find those doors they can on their own terms and to give opportunity where none was before no matter how long or how slow someone is getting there they at least getting there eventually which is better than not at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My feelings and experiences on this are that when people feel fearful at the loss of control over what they feel belongs to them they will find excuses and reasons even if they have to grab at straws to boaster their reasoning and not the other way around. This is human nature at it&#039;s worst. It is as common as breathing to look around and hate what you can not control that doesn&#039;t fit in your world, that needs to be changed and to try and change it by any means. It&#039;s has caused wars, genocide and murder so it&#039;s not a stretch to see it cause people to be ostracize from Noisebridge. I believe some of the members (but not all or even the majority) feel they have entitlement and privilege to say who and who does not belong. They will find a reason no matter how vague or insignificant it is and some are even willing to use threats of violence to get that point across. &lt;br /&gt;
&lt;br /&gt;
What kind of solutions can be made to fix this you might ask? My answer is fix it so everyone who wants to be a member can be a member. When people become members they vested in it&#039;s success and feel they are a part of something. Making it hard to join gives people the feeling they are invalid and only barely tolerated. As it is now it&#039;s hard to get even one person to sponsor a new member. Even if someone gets sponsored and is there for 4 weeks of meetings and they better not be seen by even one member as unworthy of membership or their membership will get blocked. Most of the people that are at Noisebridge are not members and of those I&#039;ve talked to have said it&#039;s not a big deal. I feel it is a big deal, that this exclusionary practice is not excellent nor does it create an open community but will and has created a slow downward spiral to elitism and feeling of entitlement and exclusivity. Give everyone who wants membership a chance, make it easy to join as a paid member and then make blocking harder to do by requiring two or more people to block and only if they have viable reasoning. By having two or more people to block with a valid reason is by far the better way of consensus and that it creates more discussion and communication than just allowing one person to block for any reason valid or not. What does it mean to be a valid reason? It means the blocker needs a second or more people to discuss their reasons and have them agree. Also valid has to be about what is being blocked and not some vague off subject or feeling. This practice of 2nding a motion (in this case to block) or approve as it is has been in practice for hundreds of years and is one of the best ideas in politics. I am told the reason membership is so hard to get is because they fear people will block just because they can and will do it to troll and piss off others. The idea of having a 2nd to block then takes this tactic off the table. So if there is a motion for consensus and someone blocks they can get a week or even two to find a second and form a viable alternative motion or complete block based on logic and reasoning. I&#039;m told Noisebridge is Anarchistic though I have never seen it mentioned in any official form. I don&#039;t believe we need leaders, I believe we are all capable of reasoning and discussion. That people as a group can make a community without overloads. Noisebridge is on a fine edge that can go either way. Into exclusivity and elitism or open community where everyone is valued but only the members as intelligent unfearful adults can now make that choice. I can only watch and see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean (Dan) Deluge&lt;br /&gt;
06/02/13&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31564</id>
		<title>Bitcoin ATM</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31564"/>
		<updated>2013-05-28T01:19:56Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Potential Bitcoin ATM hardware.jpg|400px|right]]&lt;br /&gt;
Someone recently (May 2013) donated a touchscreen computer with a bill accepter to Noisebridge. With a little bit of software, this could be turned into a bitcoin-dispensing ATM!&lt;br /&gt;
&lt;br /&gt;
I ([[User:Leif|Leif]]) do not have time to take the lead on this right now, but I would be happy to help out if other people do.&lt;br /&gt;
&lt;br /&gt;
Lets start by collecting related information on this page.&lt;br /&gt;
&lt;br /&gt;
I ([[User:SeanDeluge|SeanDeluge]]) so far have ount out if used to be a Ecast Compact Revo Jukebox. [http://www.vendingtimes.com/Media/DesignImageLibrary/Ecast_RevoJukbox.jpg] And.. It has some good EQ hardware inside but other than that I can&#039;t tell what OS it&#039;s using or what the components are. I&#039;ll keep researching. I do know Ecast went belly up in March and was selling off these Jukeboxes for cheap and there are some going for $3000+ on ebay. Don&#039;t know if that helps but I&#039;d like to see this working and not in the pile of hackable parts. Another URL I found is [http://www.vendingtimes.com/ME2/dirmod.asp?sid=&amp;amp;nm=Vending+Features&amp;amp;type=Publishing&amp;amp;mod=Publications%3A%3AArticle&amp;amp;mid=8F3A7027421841978F18BE895F87F791&amp;amp;tier=4&amp;amp;id=C05278590A0D4F21938C41717FDEACCD]&lt;br /&gt;
Sean aka Dan&lt;br /&gt;
&lt;br /&gt;
More info: Looks like it&#039;s a Akasa Mini ITX MB running Linux.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31563</id>
		<title>Bitcoin ATM</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31563"/>
		<updated>2013-05-28T00:36:36Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Potential Bitcoin ATM hardware.jpg|400px|right]]&lt;br /&gt;
Someone recently (May 2013) donated a touchscreen computer with a bill accepter to Noisebridge. With a little bit of software, this could be turned into a bitcoin-dispensing ATM!&lt;br /&gt;
&lt;br /&gt;
I ([[User:Leif|Leif]]) do not have time to take the lead on this right now, but I would be happy to help out if other people do.&lt;br /&gt;
&lt;br /&gt;
Lets start by collecting related information on this page.&lt;br /&gt;
&lt;br /&gt;
I ([[User:SeanDeluge|SeanDeluge]]) so far have ount out if used to be a Ecast Compact Revo Jukebox. [http://www.vendingtimes.com/Media/DesignImageLibrary/Ecast_RevoJukbox.jpg] And.. It has some good EQ hardware inside but other than that I can&#039;t tell what OS it&#039;s using or what the components are. I&#039;ll keep researching. I do know Ecast went belly up in March and was selling off these Jukeboxes for cheap and there are some going for $3000+ on ebay. Don&#039;t know if that helps but I&#039;d like to see this working and not in the pile of hackable parts. Another URL I found is [http://www.vendingtimes.com/ME2/dirmod.asp?sid=&amp;amp;nm=Vending+Features&amp;amp;type=Publishing&amp;amp;mod=Publications%3A%3AArticle&amp;amp;mid=8F3A7027421841978F18BE895F87F791&amp;amp;tier=4&amp;amp;id=C05278590A0D4F21938C41717FDEACCD]&lt;br /&gt;
Sean aka Dan&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31562</id>
		<title>Bitcoin ATM</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31562"/>
		<updated>2013-05-28T00:33:24Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Potential Bitcoin ATM hardware.jpg|400px|right]]&lt;br /&gt;
Someone recently (May 2013) donated a touchscreen computer with a bill accepter to Noisebridge. With a little bit of software, this could be turned into a bitcoin-dispensing ATM!&lt;br /&gt;
&lt;br /&gt;
I ([[User:Leif|Leif]]) do not have time to take the lead on this right now, but I would be happy to help out if other people do.&lt;br /&gt;
&lt;br /&gt;
Lets start by collecting related information on this page.&lt;br /&gt;
&lt;br /&gt;
I ([[User:SeanDeluge|SeanDeluge]]) so far have ount out if used to be a Ecast Compact Revo Jukebox. [[File:http://www.vendingtimes.com/Media/DesignImageLibrary/Ecast_RevoJukbox.jpg]] And.. It has some good EQ hardware inside but other than that I can&#039;t tell what OS it&#039;s using or what the components are. I&#039;ll keep researching. I do know Ecast went belly up in March and was selling off these Jukeboxes for cheap and there are some going for $3000+ on ebay. Don&#039;t know if that helps but I&#039;d like to see this working and not in the pile of hackable parts. Another URL I found is [http://www.vendingtimes.com/ME2/dirmod.asp?sid=&amp;amp;nm=Vending+Features&amp;amp;type=Publishing&amp;amp;mod=Publications%3A%3AArticle&amp;amp;mid=8F3A7027421841978F18BE895F87F791&amp;amp;tier=4&amp;amp;id=C05278590A0D4F21938C41717FDEACCD]&lt;br /&gt;
Sean aka Dan&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31561</id>
		<title>Bitcoin ATM</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=Bitcoin_ATM&amp;diff=31561"/>
		<updated>2013-05-28T00:30:51Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Potential Bitcoin ATM hardware.jpg|400px|right]]&lt;br /&gt;
Someone recently (May 2013) donated a touchscreen computer with a bill accepter to Noisebridge. With a little bit of software, this could be turned into a bitcoin-dispensing ATM!&lt;br /&gt;
&lt;br /&gt;
I ([[User:Leif|Leif]]) do not have time to take the lead on this right now, but I would be happy to help out if other people do.&lt;br /&gt;
&lt;br /&gt;
Lets start by collecting related information on this page.&lt;br /&gt;
&lt;br /&gt;
I ([[User:SeanDeluge|SeanDeluge]]) so far have ount out if used to be a Ecast Compact Revo Jukebox. [[File:http://www.vendingtimes.com/Media/DesignImageLibrary/Ecast_RevoJukbox.jpg]] And.. It has some good EQ hardware inside but other than that I can&#039;t tell what OS it&#039;s using or what the components are. I&#039;ll keep researching. I do know Ecast went belly up in March and was selling off these Jukeboxes for cheap and there are some going for $3000+ on ebay. Don&#039;t know if that helps but I&#039;d like to see this working and not in the pile of hackable parts.&lt;br /&gt;
Sean aka Dan&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31489</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31489"/>
		<updated>2013-05-22T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: /* MMORPG for Adults Plan of Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I&#039;ve always thought would be fun.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. Game Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedback&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private servers&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                +  server owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people.&lt;br /&gt;
                            Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplays stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplays where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Combat games have their own set of problems such as hacks and bots that cause problems often driving away players.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amount of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some games could make it so they don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean game players don&#039;t allow women warriors as a means to be true to the stories, a game like this could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and game/server owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by game server owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the server/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
    Technology License&lt;br /&gt;
&lt;br /&gt;
Server Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the server owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by server owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay servers after the first release and other roleplay servers have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (server owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with server owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by server admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other servers or to have completely customized configures. One issue though might be currency and how it is used from one server to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games A better system isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character. An open RPG can be far more diverse and dynamic than any scripted RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31487</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31487"/>
		<updated>2013-05-22T18:40:31Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: /* MMORPG for Adults Plan of Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I&#039;ve always thought would be fun.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. Game Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedback&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
    Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games A better system isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character. An open RPG can be far more diverse and dynamic than any scripted RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31486</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31486"/>
		<updated>2013-05-22T18:39:36Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: /* MMORPG for Adults Plan of Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I&#039;ve always thought would be fun.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. Game Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedback&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games A better system isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character. An open RPG can be far more diverse and dynamic than any scripted RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31484</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31484"/>
		<updated>2013-05-22T18:28:14Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: /* From Bad to Worse Role Play tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I&#039;ve always thought would be fun.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. SL Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedbackMa&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games A better system isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character. An open RPG can be far more diverse and dynamic than any scripted RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31483</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31483"/>
		<updated>2013-05-22T18:25:17Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps. Something I&#039;ve always thought would be fun.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. SL Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedbackMa&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games Second Life isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character.                Second Life is and can be far more diverse and dynamic than any RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31482</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31482"/>
		<updated>2013-05-22T18:24:27Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. SL Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedbackMa&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly scripted to hit faster or harder won&#039;t  effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
Unlike single player computers or even multiplayer computer games Second Life isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character.                Second Life is and can be far more diverse and dynamic than any RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31481</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31481"/>
		<updated>2013-05-22T18:20:28Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. SL Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedbackMa&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes                                     slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly     scripted to hit faster     or harder won&#039;t effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;br /&gt;
&lt;br /&gt;
== From Bad to Worse Role Play tactics ==&lt;br /&gt;
&lt;br /&gt;
      Unlike single player computers or even multiplayer computer games Second Life isn&#039;t pre-scripted. That is there&#039;s no set roles and ideas you pick and then go with that for the rest of that particular game or until you create a new character.                Second Life is and can be far more diverse and dynamic than any RPG or action game. The characters people play are much closer to how they would really want to be if given the chance. So taking that into account there are some bad habits some of us do (yes even me if I don&#039;t think) that can be changed to make everyone&#039;s roleplay much better and more entertaining. Here are some bad habits and some even worse ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Reading Name Tags.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Reading their name and using their name and character before you even meet them.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming you know everything about that person&#039;s character from the limit information of their tag or humping (viewing) their profile for even more limited information and assuming just how they are or are not.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t avoid them, everyone has a tag and even some have combat meters with charater information. Reading these to make character judgements on how you will respond to people isn&#039;t only bad for them in role play it&#039;s taking away your own entertainment as well. Forget the tags and floating texts. Introduce yourself to people you find interesting in how they dress, talk or even the weapons they carry. You&#039;ll get the real person behind the AV and not just a 2D character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Newbies aren&#039;t worth your time.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Ignoring someone because they have default shape, skin ect...&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
Assuming they are stupid, attention seeking or griefers.&lt;br /&gt;
&lt;br /&gt;
Newbies get a pretty harsh treatment from some of the older players and for the most part this just drives off some possible good roleplayers who are curious and probably there because they liked the sound of the very same roleplay you like.  If you can, take time to say hello. Ask some questions. It&#039;s pretty easy to find out if they are there to learn and are willing to do what it takes to join the game. I&#039;ve met and helped some newbies who&#039;ve turned out to be not only very creative roleplayers but are now some of my best friends in Second Life. Remember you were a newbie once and I bet you may even of had someone show you some kindness and helped you get going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Battle, Battle, Fight and kill&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You make me soooooo very very angry!&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
You asshole! You cheated! I&#039;ll never talk to you again!&lt;br /&gt;
&lt;br /&gt;
Oh how I can go on and on about this one..... Common DUDE! We are not the sum of our keyboard punching... TAP TAP TAP I so own you!@ (AKA Pew Pew)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. You&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
You don&#039;t understand where I&#039;m going.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
If I don&#039;t like your response I&#039;m not playing.&lt;br /&gt;
&lt;br /&gt;
Coming into a roleplay with everything already written in your head on how the roleplay is going to happen is not only arrogant but it&#039;s stupid and complete bullshit. Nothing pisses me off more than some jerk (women can be jerks too) bent on playing out their idea of roleplay. Don&#039;t assume everyone is going to play along with you then when it doesn&#039;t go your way you walk off as though someone did you a wrong. If you want to try something and see how it plays out find willing people who know where you&#039;re going and will play the roles you want them to play. Otherwise you never know where it&#039;s going and to me that&#039;s the fun part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. This ain&#039;t Halo, WoW, Guild Wars.... Ect. Ect. Ect.&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
It&#039;s how it&#039;s done in that game.&lt;br /&gt;
&lt;br /&gt;
Worse: &lt;br /&gt;
It&#039;s all I know.&lt;br /&gt;
&lt;br /&gt;
Again, don&#039;t bring your preconceived notions of how others might play because of what you know from other games. Forget those games, clear your mind. This is a new thing and you are part of making it new and interesting. Don&#039;t use the force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. I&#039;m not an Admin but I want to be (RP Police).&lt;br /&gt;
&lt;br /&gt;
Bad: &lt;br /&gt;
Dude, you&#039;ll get banned for that!&lt;br /&gt;
&lt;br /&gt;
Worse:&lt;br /&gt;
I&#039;m going to have to report you to the Admin.&lt;br /&gt;
&lt;br /&gt;
Trying to help others who may not of read the rules (not everyone speaks your language) is a noble affair and very helpful but sometimes it&#039;s taken as an attack on that person. (I&#039;ve done it and it&#039;s been done to me.) Try saying hi first to someone, say something nice and then let them know they might be breaking rules that will get them into trouble. People are more willing to listen if they don&#039;t think it&#039;s just someone being nasty to them. And Admins are just as guilty as anyone (including me) for doing that.  And for all you petty tyrants.... It gets old even to the most submissive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Saying nothing.&lt;br /&gt;
&lt;br /&gt;
Bad: .....&lt;br /&gt;
&lt;br /&gt;
Worse..................&lt;br /&gt;
&lt;br /&gt;
Ok, yeah we&#039;ve all seen this..... Either people just spend time in IMs or AFK or they just want to stand around looking pretty. YAWN! If you&#039;re there to roleplay ROLE PLAY. If you have lots of IMs try asking your friends to come roleplay or if they are there create some fun. Or you might even tell them &amp;quot;hey I&#039;m playing and too many IMs are making it impossible to really do some serious role playing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Entertain me.&lt;br /&gt;
&lt;br /&gt;
Bad: I&#039;m bored&lt;br /&gt;
&lt;br /&gt;
Worse: Why isn&#039;t anyone doing something.&lt;br /&gt;
&lt;br /&gt;
Hey don&#039;t blame others for your bordom. Make something happen. We ain&#039;t TV kiddies. You&#039;re smart and creative, you know your character so go talk to someone. I have a saying that I think for the most part is true. &amp;quot;You&#039;re only bored because you&#039;re boring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. He/she Killed me!&lt;br /&gt;
&lt;br /&gt;
Bad: Getting revenge.&lt;br /&gt;
&lt;br /&gt;
Worse: Never Ends.&lt;br /&gt;
&lt;br /&gt;
If you die after a roleplay you&#039;re out. You can&#039;t go back and battle them again for the same reasons. If you think the roleplay scene should go on, let your family-friends-group confront them for the murder of you but...... You&#039;re dead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Giving a them a way out.&lt;br /&gt;
&lt;br /&gt;
Bad: You only have once choice.&lt;br /&gt;
&lt;br /&gt;
Worse: You have no choice.&lt;br /&gt;
&lt;br /&gt;
When roleplaying an opponent or just about anyone you have conflict with leave them a way out of the conflict with a semblance if dignity and self respect. Too many times roleplay ends up in a corner with no out and people feel wronged personally when the character they created is no longer valid or what they want to be seen as. This can get really ugly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. OOC vs IC&lt;br /&gt;
&lt;br /&gt;
Bad:  Out Of Character chatter all the times. &lt;br /&gt;
&lt;br /&gt;
Worse: Mixed In Character with Out Of Character values and ideas.&lt;br /&gt;
&lt;br /&gt;
    The is another biggie, So many people bring ideas and value and even cultural taboos into roleplay. Even when the theme of the roleplay would actually have values and ideas that conflict with the real life ones they may have. This gets very confusing and can cause drama. Hardcore roleplayers want to stick to the theme but often when someone brings into that roleplay values that conflict it breaks down the expereace of living that role. A good example is in the gor books a kajira or pleasure slave enjoys the sexual attentions she or he gets from those who control and own them. The people who own and control pleasure slave don&#039;t see them as disgusting or evil or in need of some moral values but many roleplayers who don&#039;t read or understand the values of Gor will treat the pleasure slaves as gross. sick and morally corrupted. It taints and even ruins it for many who do follow the roleplay. Really what it comes down to is this.  If your real life values conflict with the roleplay and you&#039;re unable to set them aside you need to reconsider whether it&#039;s the right role for you and what you&#039;re doing to others by trying to live up to those value in a fantasy.   I am not the character I play even if that character acts and plays something that&#039;s disturbing or acts like they are being hurt it doesn&#039;t mean my real life I like that or feel that way.&lt;br /&gt;
&lt;br /&gt;
12. Your Mind to My Mind...&lt;br /&gt;
&lt;br /&gt;
Bad: she &amp;quot;thinks&amp;quot; to herself...&lt;br /&gt;
&lt;br /&gt;
Worse: He &amp;quot;knows&amp;quot; you will...&lt;br /&gt;
&lt;br /&gt;
    Thought projection is annoying at best, we can&#039;t respond if we know  your thoughts because if we do we are mind reading. It can be a source of drama. What&#039;s even worse is when those thoughts are hints to what those who read them are supposed to do. This is not only arrogant but in many cases manipulative. I&#039;ve seen it go so far as dictating the weather, lighting, how things look and feel to the touch or how even I&#039;m supposed to feel or do next. Thought Projection sucks, Don&#039;t do it and find another way to show feelings like body language and facial expression.&lt;br /&gt;
&lt;br /&gt;
13. There are no stylist.&lt;br /&gt;
&lt;br /&gt;
Bad: My Roleplay Style is better...&lt;br /&gt;
&lt;br /&gt;
Worse: My RP Style is the only valid style!&lt;br /&gt;
&lt;br /&gt;
    Everyone has their own style of RP, one isn&#039;t better than the other. People try to RP like they talk and think whether that&#039;s one line or a paragraph both are fine and work. Each can contribute to the RP. Longer emotes can be more informative and shorter ones allow for faster dialogs between people. On the other side of things people have used paragraph emotes to meta game and god mod and short emotes can be used to keep things unclear so the player can deny their intent. It&#039;s goes both ways. Be respectful and listen. Allow for retort and if something isn&#039;t clear ask in ((OOC  or IM )).&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31480</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=31480"/>
		<updated>2013-05-22T18:18:02Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;br /&gt;
&lt;br /&gt;
== MMORPG for Adults Plan of Action ==&lt;br /&gt;
&lt;br /&gt;
////////////////// Project Organization - Brain Storming ///////////////////////&lt;br /&gt;
&lt;br /&gt;
   1. Production&lt;br /&gt;
         1. Executive Production - Management &amp;amp; Vision Responsibilities&lt;br /&gt;
         2. Project Management - Effect production goals as set by Executive Production&lt;br /&gt;
         3. Dev Team&lt;br /&gt;
               1. SL Devices&lt;br /&gt;
               2. Web Components&lt;br /&gt;
               3. Database Management&lt;br /&gt;
         4. Quality Control / Testing&lt;br /&gt;
               1. Alpha Team- test &amp;amp; report prototype&lt;br /&gt;
               2. Beta Team - test &amp;amp; report release version(s)&lt;br /&gt;
               3. updates-patches - Follow up Methodology / Data Warehousing&lt;br /&gt;
   2. Information and feedbackMa&lt;br /&gt;
&lt;br /&gt;
    * consultants&lt;br /&gt;
&lt;br /&gt;
    * surveys&lt;br /&gt;
&lt;br /&gt;
    * questionairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      3. Sales &amp;amp; Marketing&lt;br /&gt;
          o Advertising&lt;br /&gt;
                + In World&lt;br /&gt;
                      # malls&lt;br /&gt;
                      # private sims&lt;br /&gt;
                + Search&lt;br /&gt;
                + Classified&lt;br /&gt;
                + Event promotion&lt;br /&gt;
                + word of mouth&lt;br /&gt;
          o Direct Sales&lt;br /&gt;
                + sim owners&lt;br /&gt;
                + weapons makers&lt;br /&gt;
                + furniture and accessories makers&lt;br /&gt;
          o Marketing &amp;amp; Sales Strategy&lt;br /&gt;
                + Channels Marketing&lt;br /&gt;
                      # Types of RPG audiences&lt;br /&gt;
                            * Gor - Roleplay based on John Norman&#039;s Sci-fi series. It includes a life style based on pre 1500 and includes                                     slavery and domination.&lt;br /&gt;
                            * Fantasy - mostly magical style roleplay including elves, dragons, pixie, drow and other fictional types.&lt;br /&gt;
                            * Medieval - realism style roleplay with a need to stay within the time frame of the period.&lt;br /&gt;
                            * Western - Cowboys and Indians&lt;br /&gt;
                            * Historical reenactments - these are more likely to be created as a study of life and learning how social norms might of worked using live people. Could be started by Universities and other learning Institutions - Helping with design, clothing and cultural learning.&lt;br /&gt;
          o Retention&lt;br /&gt;
                + Keeping existing clients / lease holders using the service.&lt;br /&gt;
          o Government Services Division&lt;br /&gt;
                + Provides feedback and development opportunities to government services research.&lt;br /&gt;
    * Operations&lt;br /&gt;
          o Service and Support&lt;br /&gt;
&lt;br /&gt;
                o Deployment&lt;br /&gt;
                o Account Management&lt;br /&gt;
                o Troubleshooting&lt;br /&gt;
                o client learning and problem solving&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
////////////////// Product Description / Detailed Summary ///////////////////////&lt;br /&gt;
&lt;br /&gt;
1. Summary&lt;br /&gt;
The main purpose of this system would to augment roleplay for roleplay owners and their clients. Many of the roleplay sims stagnate because players do not have the kind of limitations that normally happen in most online games and in real life. Limitation such as hunger or sleep, sickness, weakness, injury and more. By making a roleplay system were we build into it many of the automatic responses like those of a person in real life has and we can create dynamics into Roleplay giving the player tasks which create situations that filling out roleplay. Without these dynamics there&#039;s a lack of environment and fluid movement that most people are used to and these dynamics fill voids where otherwise a player needs to continue to come up with reasons and possible interactions. I&#039;ve seen too many roleplay sims where the players stand around deep into IMs or just chatting or waiting for things to happen. This kind of behavior isn&#039;t bad but it can create stagnation. People get bored and leave to find more interesting places. Another reason and one just as important is all the current combat systems in SL have no or limited user/owner access to configure how that want it to work and those that do only provide rudimentry settings. All of the combat systems can be hacked and the very same sims griefted using those same combat systems. They create lag and many instead of solving player vs player problems often create them. There are those that use anything from walk/run speed boosts to shields giving themselves advantages or cloned weapons that are alpha so you can&#039;t seem them as they do double amounts of damage.&lt;br /&gt;
&lt;br /&gt;
1a. Solutions&lt;br /&gt;
Some solutions are simple enough to solve when combat is a problem. Such as setting how many hits can be taken on a player at a given amount of time. This solves double shooting and rapid fire weapons by ignoring hits that happen to quickly and only registering the set limit. Setting the amout of damage one takes per shot and even using a random number generator to create the place hit and how much damage. Some sims don&#039;t allow combat kills but instead have capture with kills only after the players are brought down. This is a common form of roleplay in Gor so should be something an Admin could choose. Many Gorean sims don&#039;t allow women warriors as a means to be true to the storys, a sim could possibly have gender selections and the data can then turn off the combat aspects for those playing women and bypass any issues with players and sim owners after such combat takes place.&lt;br /&gt;
&lt;br /&gt;
2. Data Server based roleplay system.&lt;br /&gt;
System connects with outside data server that is configured by sim owners and keeps data for each users. This allows information on each player such as kills and deaths and currency used in the roleplay. It also allows control over licences by checking scripts UUID to item creator. If creator is registered in data base for those scripts the items work. If they are stolen/passed on scripts and the item creator isn&#039;t on the list the scripts turn off making them useless. (this is a simular system already in use for Xcite partners)&lt;br /&gt;
&lt;br /&gt;
3. Financials:  &lt;br /&gt;
&lt;br /&gt;
A. Production Costs&lt;br /&gt;
&lt;br /&gt;
Scripting / Coders&lt;br /&gt;
Graphic Design&lt;br /&gt;
Web Site Design&lt;br /&gt;
Trial / Testers&lt;br /&gt;
Modeler / Modeling&lt;br /&gt;
&lt;br /&gt;
B. Operations Cost&lt;br /&gt;
&lt;br /&gt;
System Managers&lt;br /&gt;
User Support Staff&lt;br /&gt;
Executive Administration&lt;br /&gt;
System Update &amp;amp; Tier II Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Revenue Channels&lt;br /&gt;
&lt;br /&gt;
    * Income from low monthly service charge for roleplay owners allowing them dynamic control over all aspects of roleplay and combat.&lt;br /&gt;
    * Licenses for weapon makers and accessory like food, beverages and other aspects of role play including sexual or bondage. &lt;br /&gt;
    * Income from low cost componets  (otherwise not from the sim/roleplay owner but the roleplayers themselves) could include system HUD, weapons and accessories.&lt;br /&gt;
    * Sales or possible income from partnerships with creative builders who make items, weapons or other interactive things that need to work with the systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. Price Points&lt;br /&gt;
&lt;br /&gt;
Technology License&lt;br /&gt;
&lt;br /&gt;
Sim Owners / System Partners&lt;br /&gt;
End-User Add-On Components&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Components&lt;br /&gt;
&lt;br /&gt;
1. HUD&lt;br /&gt;
&lt;br /&gt;
HUD will focus on four major aspects.&lt;br /&gt;
&lt;br /&gt;
    1. Health&lt;br /&gt;
    2. Stamina&lt;br /&gt;
    3. Wealth&lt;br /&gt;
    4. Body&lt;br /&gt;
    &lt;br /&gt;
HUD will be effected by;&lt;br /&gt;
&lt;br /&gt;
    * Hunger - eating *stamina then health&lt;br /&gt;
    * Thirst - water *stamina then health&lt;br /&gt;
    * Fatigue - sleep *stamina then health&lt;br /&gt;
    * Injury - combat *health then stamina&lt;br /&gt;
    * Disease - illness *health and stamina&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    intoxicants *stamina and health plus effecting movement&lt;br /&gt;
    currency - funds *less stamina makes you easier to rob.&lt;br /&gt;
    currency - used to buy, sell and send to other players HUDs.&lt;br /&gt;
    weapons *ranged and melee both.&lt;br /&gt;
    &lt;br /&gt;
    The System needs to be able to prevent griefing from improper weapons set to that roleplay.&lt;br /&gt;
    A good way is to set how much damage a weapon can do and how often or fast that damage happens. In this way even weapons improperly     scripted to hit faster     or harder won&#039;t effect how the system responds.&lt;br /&gt;
    Possible sensor system.&lt;br /&gt;
    &lt;br /&gt;
    Injury from falling or going below set height *water - drowning*&lt;br /&gt;
&lt;br /&gt;
2. Meters&lt;br /&gt;
&lt;br /&gt;
Meters show other players they are fighting their health and stamina giving them a good indication of effectiveness in combat. As this is only needed during combat it might be possible to turn this feature off outside of combat once a player regains health. This can also be something the sim owner/admin can choose in configuring their roleplay.&lt;br /&gt;
   &lt;br /&gt;
3. Possible Add-Ons&lt;br /&gt;
&lt;br /&gt;
    * Chores and job scripts that can earn the player who sits at the pose over time earning roleplay credits.&lt;br /&gt;
    * Slave or free, male, female differences in how fast health/stamina are lost (good for Gor RP)&lt;br /&gt;
    * slave bondage functions such as leashing or restraining, stealing slave or sub.&lt;br /&gt;
    * Bare hand injury or death such as chocking or beating&lt;br /&gt;
    * Forced bondage, capture that puts the user into poses and adds pose/animation ball for attacker (less stamina = easier to force)&lt;br /&gt;
    * Level based play where players gain levels, power, defense and stamina.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional scripts (can be sold/licenced to builders)***((Xcite ToKon system can read prim/s a creater makes and disables itself if used by those who didn&#039;t buy those scripts.))&lt;br /&gt;
&lt;br /&gt;
    Possible scripts for:&lt;br /&gt;
&lt;br /&gt;
          o     food&lt;br /&gt;
          o     water/beverages&lt;br /&gt;
          o     intoxicants&lt;br /&gt;
          o     sword&lt;br /&gt;
          o     knife/dagger&lt;br /&gt;
          o     bow/arrow&lt;br /&gt;
          o     guns&lt;br /&gt;
          o     furniture for sleep/resting&lt;br /&gt;
          o     bondage and slave items&lt;br /&gt;
          o     prim clothes&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
*Some scripts could contain config note cards for descriptive reactions and other purposes.&lt;br /&gt;
&lt;br /&gt;
    * [example] &amp;quot;Petite Pixie stumble around drunk after 3 shots of whiskey&amp;quot;&lt;br /&gt;
    * [example] &amp;quot;Emily Darrow becomes ill drinking stagnate water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Many of these items will allow others to use the currency system of the HUD to buy, sell and earn income within the roleplay independent of lindens. This is important where players often don&#039;t wish to confuse Second Life currancy within a game. This feature can be configured by the admins. We might want them to be able to set currency based on their owner rules with value that can be set based on time = credits or another systems which can be discussed or a general system which will allow several roleplay places to interact.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
HUD would display health points, stamina points, show if intoxicated, injured (bleeding?), tired, hungry, sick and amount of currency. When HUD is acted most information should remain hidden except to those interacting unless it&#039;s something that would be obvious in public. System should be able to have globel settings either from in world server box or from web URL. Every feature should be configurable and set up by sim owners.&lt;br /&gt;
&lt;br /&gt;
Ideas and Discusions&lt;br /&gt;
&lt;br /&gt;
*There maybe some interest in superpower/magic/vampire or other additional scripts however having them as full features may be problematic and confusing. A possible method would to offer additional scripts for those who make wands/fangs/wings that would interact with the systems. This could be a way to bring in more roleplay sims after the first release and other roleplay sims have already been approached.&lt;br /&gt;
&lt;br /&gt;
*A couple of people have suggested roleplay dice to determine outcomes on roleplay events from combat to sickness from food and other aspects of roleplay that are simular to old board games and while this is an interesting idea having actual dice in the HUD or in the game might not work or make it easy to understand the game or rules. We can however build some kind of random number generator into the data base and display that outcome number on the HUD. I doubt it would be accepted as a means of combat where people feel skill as a player should decide. It could however be used for other reasons like drinking and eating something risky or questionable. This would give an level of risk otherwise not present. Other ways to use the random number event would be in scripted items like a creaky bridge and getting injured from a board breaking, swimming across a body of water filled with possible dangerous creatures and more. The script would only need to trigger the event and send a message of the outcome. I.E. &amp;quot;Light Bender was severly bitten by a poisonus snake while crossing the river and recieved 67% damage and will die if doesn&#039;t get medical attention.&amp;quot; Once they get to a clinic they just need to either click on a cure or there would be a roleplay healer who would administer one.&lt;br /&gt;
&lt;br /&gt;
*One possible sticking point is going against current combat systems. Now most people want a better systems but few would be willing to give up their weapons they&#039;ve already paid for and most are no mod so adding a script to them would be impossible. There are several approuches we can look at to solve this.&lt;br /&gt;
&lt;br /&gt;
   1. Have the system be able to work with pre-existing weapons (sim owner configurable)&lt;br /&gt;
   2. Give out or sell add-on scripts to current weapons makers to update their weapons with. (Might make some angry feeling forced to buy scripts and many who make weapons have a lot of pull with sim owners.)&lt;br /&gt;
   3. Do both and slowly work towards a integrated system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Possible banning players for abuse by sim admins which would turn off that players system making it impossible to use or even a system wide ban in case of a hacker/griefer.&lt;br /&gt;
&lt;br /&gt;
*Editing players stats and or strengths/weaknesses through configuring by owner.&lt;br /&gt;
&lt;br /&gt;
*Having a choice of standards for clients to choose from based on other similar roleplays. This would allow a client to have cooperative roleplay with other sims or to have completely customized configures. One issue though might be currency and how it is used from one sim to another. It might be prudent to have one currency standard for the whole system. Because the currency system is game money it will be interesting to see how an economy can develope from this but in no way should it be seen as a trade item for real dollars or even lindens and such interactions to lindens or real moneys should be discuraged.&lt;br /&gt;
&lt;br /&gt;
Use of system for research like disease control, social interactions, family, couples and more. Emergency response testing and evacuation testing.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30745</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30745"/>
		<updated>2013-04-21T02:31:21Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: /* San Francisco to Los Angeles on Public Transit */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.&lt;br /&gt;
&lt;br /&gt;
== San Francisco to Los Angeles on Public Transit ==&lt;br /&gt;
&lt;br /&gt;
Just something interesting I found and thought you might like the info.&lt;br /&gt;
&lt;br /&gt;
[http://www.californiastreets.org/2011/04/san-francisco-to-los-angeles-on-public-transit-30-hours-14-transfers-only-45-25/ San Francisco to Los Angeles on Public Transit]&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30658</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30658"/>
		<updated>2013-04-15T18:09:33Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover. Install system in large room 3000sf of open floor space or more. Including mixing boards and sound amps.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30657</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30657"/>
		<updated>2013-04-15T18:07:39Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;br /&gt;
&lt;br /&gt;
Project:&lt;br /&gt;
First build sound system capable of creating frequencies of 10 Hz to 30 khz  at 5000w of power each (20,000w total) in a quad 4x speaker system including subs using hydraulic servo activated drivers, 4 way crossover.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30622</id>
		<title>User talk:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User_talk:SeanDeluge&amp;diff=30622"/>
		<updated>2013-04-13T21:25:20Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: Created page with &amp;quot;Sound Hacking  But really it&amp;#039;s body hacking using sound. It&amp;#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.  My goal: Build a sound s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound Hacking&lt;br /&gt;
&lt;br /&gt;
But really it&#039;s body hacking using sound. It&#039;s all about body cavities, standing wave forms and the effects on your bowls good or bad.&lt;br /&gt;
&lt;br /&gt;
My goal:&lt;br /&gt;
Build a sound system to melt brains, blow up bowls and shatter bones... Or at least make you want to fuck the person standing next to you.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
	<entry>
		<id>https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=30621</id>
		<title>User:SeanDeluge</title>
		<link rel="alternate" type="text/html" href="https://wiki.extremist.software/index.php?title=User:SeanDeluge&amp;diff=30621"/>
		<updated>2013-04-13T21:14:47Z</updated>

		<summary type="html">&lt;p&gt;SeanDeluge: Created page with &amp;quot;So can you provide a Hamburger today for payment on Tuesday?  I resist the notion that leadership is a necessity of control or the lack of it.  The world doesn&amp;#039;t owe me a livi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So can you provide a Hamburger today for payment on Tuesday?&lt;br /&gt;
&lt;br /&gt;
I resist the notion that leadership is a necessity of control or the lack of it.&lt;br /&gt;
&lt;br /&gt;
The world doesn&#039;t owe me a living but I sure as hell don&#039;t owe it one either.&lt;/div&gt;</summary>
		<author><name>SeanDeluge</name></author>
	</entry>
</feed>