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How I Vote
Articles  (Rules and Advice)   (Citadel Help)
Silveressa's comment on 2012-06-17 01:32 AM
Useful stuff, it's always helpful to get a glimpse into the inner workings of someones vote criteria and what they like to see/not see in a sub.

Be kinda neat to see more of these by various members. Go to Comment
How I Vote
Articles  (Rules and Advice)   (Citadel Help)
Kassy's comment on 2012-06-16 05:24 AM

Ah Forganthus, yet another writer has beaten me to it.


The 'How I Vote' theme is a personal favourite of mine, allowing for more transparency and openness on the site.


In my opinion this also allows for better feedback, and negates/lessens the negative feelings that some authors have when they feel they have been given a lower score than they deserve.


One thing I'm not too fond of personally is when people 'peer vote'.


Hmm, I think I've enough of a comment to finally finish my own version of this. All in all a good contribution to the site.


+3.0 = good sub.


+0.5 = usefulness.


Overall rating: 3.5/5

Go to Comment
How I Vote
Articles  (Rules and Advice)   (Citadel Help)
Moonlake's comment on 2012-06-17 07:17 PM
What Silveressa said Go to Comment
How I Vote
Articles  (Rules and Advice)   (Citadel Help)
Moonlake's comment on 2012-06-19 07:39 PM

Given the evolution at the Citadel, my voting practice has changed a little as well so I'm updating this but nothing major has changed from when I just wrote this. 

I am not really that active a voter really but I am quite interested in how different people vote so I thought I will share my own system of voting here for those who felt this topic is interesting. Actually, in essence, my voting system is really quite similar to that of Forganthus. The differences are:


1. The score of 3 is my benchmark score for submissions that do not have obvious problems with respect to spelling and grammar, content and logic (but in reality, I’ve hardly ever given a submission just a 3, I somehow always managed to find something that I like enough about the sub to rise it up to 3.5)


2. I mainly judge a sub by two parts: content and write-up. (I am not a gamer, I just visit this site as someone whose hobby is writing fantasy related things) Regarding content, I only grade its originality and underlying logic, with more weights given to logic (after all, I think there’s really nothing new under the sun, a lot of original ideas are just new spins on existing ideas). And write-up obviously includes anything basic and objective from spelling and grammar to more complex and subjective domains such as expression, tone and atmosphere etc.

3.(NEW!) With new developments at the Citadel such as the Oekaki Challenge and the Weaver Guild Quests etc. that are various forms of Writing Challenges, my votes now adjust for the inherent difficulty of these writing challenges. So a sub that's normally just plain 3 for me is now 3.5 if it falls under one of these challenge categories. I will explicitly mention such deviation from my normal grading scheme in my comment as well. 


4. My 5’s are what I think perfect. Of course, that doesn’t mean the submission has to be perfect with respect to both content and write-up. I think a submission that scores 4-4.5 on one aspect and 5 on the other aspect will already get a 5 from me.


5. I also have a habit of abstaining from voting on particular submissions. These are either: 1) those that I don’t have anything to say about it for whatever reasons, mainly subs that are not really my type- I'm an avid fan of fantasy whereas sci-fi is really not my thing; 2) those below my benchmark score for which I usually leave a comment on suggestions on areas to improve and might revisit if revised; 3) those that I read and found I didn’t agree with the existing score but didn’t want to downvote without providing some constructive feedback on how it could be improved (and usually for these I couldn’t).


6. My Hall of Honour isn’t really reserved for submissions with high scores. It could be something voted low for the write-up but has an underlying idea that’s quite interesting. But of course, it could also well be an old but quality submission that has already been acknowledged by existing votes but maybe hasn’t received enough votes from my point of view or I felt was inspirational and deserved to be looked at again.

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How I Vote
Articles  (Rules and Advice)   (Citadel Help)
Forganthus's comment on 2012-06-17 12:30 AM
Eh. I'd give it a 3.5. It's not creative, awesome, or useful (since we all use our own criteria). Go to Comment
How I Vote
Articles  (Rules and Advice)   (Citadel Help)
MysticMoon's comment on 2012-06-16 11:46 AM
My fear of causing an infinite loop of meta paradoxes prevents me from voting on this. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
MoonHunter's comment on 2012-06-15 11:32 PM
This is really in the wrong category. It is actually a plot.

As plot goes, it is sort of interesting, but it is very, very hard to pull off. You need to keep people alive (explain how we had thief from the future, when our thief got gicked by that orc band?) Foreshadowing is a nice idea, and something to deal well with, but again hard to pull off. Having played TimeMaster and C0ntinuum (the Time Travel game), this is harder to pull off than you think.

That aside, there are only a few lead ins... and needs some more. There are loose ends. And you need to explain the Time God in your pantheon (which in some worlds will be easy and in others, hard). Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
Mourngrymn's comment on 2012-06-16 07:50 AM
As typical with more and more subs lately I read and have comments but due to something that doesn't set with me I am having issues voting in them.

A few points from me. When reading this something didn't sit well. I was expecting details or rules on how to implement ways to railroad impatient players but instead, like Moon said, this is more a plot. It seems far to specific for an article. Far to specific to be put into any campaign, and much like a campaign would almost have to be built around it. Which if that is what the intent is than it isn't bad.

Something else that gets me. All the quote blocks. I understand that you use them to change from point to point to separate them but I think it is over done a tad. This is just a personal peeve of mine and I find the over use of them extremely distracting from subs.

I can't say if this is a good sub or not as it isn't an article but as plots go it needs more information to complete it. Not saying other people won't like it but as for me. I I were to vote at the most I would vote is a 2 but since I have chosen not to vote on subs unless I fnd them very useful I won't derail those who like it by voting low. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
Dragonlordmax's comment on 2012-06-15 10:53 PM
I'm a bit torn here. This is a really interesting plot, and I think that it could run pretty well in a game, but depending on how you work it, I think it could very possibly come out as a bit too much of a deus ex machina. I suppose that that's what it is, really. Anyway, it's got a bit of a Bill and Ted feel to it, which is neat. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
valadaar's comment on 2013-04-19 10:49 AM
I think this is good, though obviously would fit better in some campaigns. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
Forganthus's comment on 2012-06-15 11:19 PM
Hmm. What if the party did a favor for the God of Time beforehand, and he was all like, "Sure, I'll do you a favor down the road. You'll know it when you see it."

It's not a daring DM gambit anymore, but it's still awesome. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
Forganthus's comment on 2012-06-15 11:56 PM
Stable time loops in fiction, by definition, are impossible. You can't sent a single molecule of nitrogen back in time without creating a different state in the present-day. Time loops, then, depend on the DM handwaving the "small stuff". In campaigns where time travel is a possibility, resurrection magic shouldn't be out of reach either.

But you bring up a good point. This particular brand of nonsense isn't for every campaign (especially not campaigns without time gods). And it is difficult to pull off, and may backfire. But, then again, that's why it's called a gambit.

There is only the single lead in, because I'm not interested in developing this as a plot. Simply a tool that can be used by the DM with delusions of grandeur (and I think DMs could use a couple of delusions) and are willing to employ heavy-handed machinations to preserve their PCs.

Also, you gave me a 2. Now I have a sadness. I will try harder, next time. Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
Dossta's comment on 2012-10-17 03:23 PM
Maybe I'm not jaded yet, but I rather like this. It's a last ditch effort, sure, but it's still a new tool for my toolbox. If my party ever does get into a certain death situation, I now have at least one thing I can try to save them (and my glorious campaign along with them!). I say well done! Go to Comment
Just in Time
Articles  (At Table)   (Game Mastering)
MysticMoon's comment on 2012-06-14 08:55 AM
This sounds like so much fun, I'm tempted to work an adventure around it rather than waiting for the players to get in a jam. Dr Who aside, I generally don't find time travel in games or fiction very engaging, but this is good. Maybe it's my love of messing with my players' minds.

I would probably make the fighter's injury something less horrific than the loss of an arm, simply because most players would outright refuse to pull the red lever. Especially since the punishment for not doing it is so severe. It would have to be something uncomfortable, though, just to keep the tension up. Of course, I would throw a number of false red levers in just to keep him on his toes. Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
MoonHunter's comment on 2012-06-15 11:39 PM
Only voted. Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
Cheka Man's comment on 2012-06-14 05:02 PM
Somehow my computer seems to have lost the ability to vote. :( Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
Cheka Man's comment on 2012-06-15 04:31 PM
Only voted Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
Phaidros's comment on 2012-06-30 05:33 PM
Only voted Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
valadaar's comment on 2013-02-28 08:56 AM
I think this is a very cool item, especially to give low-level characters a second chance.

For game systems where death is largely irreversible, the god could collect on the debt while they are living. Go to Comment
Mountain's Coin
Items  (Jewelry)   (Combat)
Kassy's comment on 2012-06-20 04:09 PM

I like the name given to the third usage.


Good sub Forganthus!


3.5/5 - Well explained, interesting to use item.

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