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  1. Preface: ~ This document is intended to serve as a skeleton reference for which known building techniques that are accessible and deployable in regards to GarnetGaming DarkRP will be compiled. Though these techniques are tailored to our specific server and its individual addon structure, there may be overlap across networks or gamemodes allowing for easy translation should the proper infrastructure be present. The contents of this compendium will be broken down into several chapters, each of which will generalize a topic with subsection headings that elaborate further into more complex mechanics. Keywords for each of the main bodies will be listed below as for easy search-and-finding or quick access. This document will be updated as techniques are discovered by either myself or anyone that cares to contribute to it. As we contine on, the brevity of this resource will become quite apparent, and the accessibility to these topics may become challenging to fully utilize - many of these mechanics are incredibly complex for an online video game, though as a physics sandbox it does fit the bill. Without further ado, I invite you into the foundational principles of our study: Propology. [] Chapter One: The Prop | Section One: Defining A Prop ~ Assuming you’ve ever engaged with the spawn menu in our Garry’s Mod server or any server that utilizes this menu, you have already interacted with the most basic topic of our discussion - props. Props are in-game objects that can be directly controlled and manipulated by the player through various mediums, often through usage of player SWEPs or construction devices like the physgun and toolgun. Though this definition acts fluidly, props tend to abide a common set of general guidelines. ] They are manipulatable via physgun: Most props are directly controllable with the player’s physgun and will be highlighted with the color of their respective physgun beam. Using the physgun allows for direct planar motion through mouse movements and scroll-wheel inputs. Because of this definition, money printers and collectible trash are not props as they cannot be actualized this way - they are instead entities and for the most part will not be of interest regarding this resource as we continue. ] They are interactable with toolgun settings: Another hallmark of a prop is its ability to be customized by action of the toolgun. Most of the principal settings that we will use on a day-to-day basis will be covered as we progress. As we spoke briefly above regarding entities, there are some gentle exceptions to our definition that ought to be mentioned - semi-props. Though buttons are not able to be directly moved by a physgun, they can be updated with toolgun settings that can be applied to props like the Color and Material Tool. In the case of the keypad, this is most evident in its odd demeanor and functionality. For the most part, this is the pinnacle of what we will discuss regarding semi-props, as though it is generally considered a prop, it is also and entity in its behavior while excusing a space in the player’s prop limit. This limit is what culminates in the ultimate definition for the prop. ] They are uniquely reserved to player and occupy space: This is possibly the biggest telltale of what a prop is in the context of our DarkRP server. In layman’s terms, if the item spawned by the player ticks up your prop limit count that is displayed in the bottom right by any increasing threshold, it is a prop. In contrast, if you were to remove this placed object and your prop limit decreased, it is also a prop. Because of the nature of prop spatial occupation and the possibility for another player interfering with one’s construction, props are distinctly tied to an owner who is responsible for the manipulation to their props. As can multiple editors be present in a shared document whose original author retains superior access to, other players can be added to the roster of editors of the author’s props, but are not the supreme authority of ownership - they can act as the player, but are not inherently the owner of the prop. ~ These three guiding principles summarize the core aspects of what denotes a prop. Although the fluidity of this definition is entirely dependent on the intrinsic nature of each individual asset, the core idea of what makes a prop a prop is often as simple as these, usually following the order given in the list by descending likelihood and priority. Having understood the general outline of this topic will greatly improve your abilities to effectively use all the techniques that will be discussed in this resource. Furthermore, sections not yet discussed that will eventually pertain to this here topic will later be clarified once they’re needing of explanation. Finally, while the basics of a prop and its manipulation are often universal for all, there are restrictions imposed on the player that can interfere with creative realization. Oftentimes these manifest as either blacklisted props (of which will not be discussed, as the entirety of the list is quite nuanced and in itself is easy to determine in-game via a spawn attempt) and tiered toolgun settings. These toolgun settings are inaccessible to the player unless they qualify an administrative role or act as a donating member of the server, though the overlap of these two roles is not equal - administrators are given much more freedom regarding the possible toolkit. | Section Two: Prop Privileges ~ The following tools that are bulleted below are nuanced such to the point where they warrant a distinct mention regarding their accessibility, though practically it is quite a simple understanding and the explanations given should fulfill the reasons as to why. ] Advanced Duplicator: This tool is strictly inaccessible to players who do not qualify to act as an operative position like an administrator or a donating member who has contributed to the server and allowed unique privileges as such. Advanced Duplicator simply allows for the ability to store and deploy your constructions at any given time granted they are saved correctly and abide to the server’s current prop limit. Because of the understandable desire to preserve one’s creations, this is an excellent incentive to consider when applying for staff or donating to the server! ] Textscreens: This tool is in fact accessible to all players which very limited restrictions barring the character limit per line of text, though the reasons for its mention is due in part to its fluidity -all players are allotted one textscreen each and this textscreen is subject to the maximum character limit that is set as standard to all player’s, irregardless of ranking. The stipulation lies in quantity of textscreen, whereas administrators and donating members have their allotted quantity doubled, allowing for two textscreens each. This in itself isn’t much to worry about when it comes to creation as most of your buildings will not rely on text, and further into this discussion we will go over the caveats in the Advanced Duplicator tool, of which Textscreens cannot be duplicated. ] Administrative Tools: Though these are technically construction tools, even high-ranking members of the staff team are often unable to use the most impactful and possibly destructive tools of the server. At this time I am only aware of a small handful that exist and I imagine many of them are kept tucked away from the public eye - the less I know the better! ~ Establishing the basics of the prop has now given us the core foundation required to carry on into our next Chapter where we will discuss the various tools and their interesting and interactive nature, as well as their reactions to other props and toolgun settings. We can begin with another standard definition. [] Chapter Two: The Tool Gun | Section One: Defining The Tool Gun ~ As with the definition of a prop, understanding the basic characteristics of the toolgun and what makes it special will accelerate our capability to learn about all its nifty features and allow us to accept certain notions that may not be apparent at first glance. Let’s define it now. ] The toolgun is a form of SWEPs available to the player irregardless of ranking and only within fringe circumstances are you unable to utilize this device at any given moment. The purpose of the toolgun is to act as a medium to compile the desires traits and appearance modifiers that one can attribute to a prop to alter its complexion, functionality, or overall aesthetic. Many of the most powerful toolgun settings are indeed excluded from our server, though with our standard toolkit we are still capable of creating some wonderful things, of which we’re going to discuss the most reliable and recognizable tools that the player can access and use for construction. | Section Two: The Color Tool ~ The order of this list will be relatively sorted into descending order of tool complexity, though because of the nature of our discussion there will be plenty of small adjustments or tweaks that can be made to bring out unique, unforeseen abilities that can modify the integrity or capabilities of certain tools. Nonetheless, it is clear to say that the Color Tool is indeed of a very primitive design, though that doesn’t mean it can’t do some marvelous things. Practically, the Color Tool is used to recolor props using the values of HEX color codes. Inputting an integer within the domain of zero until two-hundred and fifty-five for each of the three provided spaces will give you a unique color that can be pasted onto an object, as well as copied from a colored object and attributed to another. As is, this is a magnificent tool for even the most novice builder, but it gets a bit more complicated than that. To elaborate, we need to quickly define two terms that will come into play; ] Color Palette: A setting within the Color Tool that precedes color shading and acts as a modifier to color presets, shifting their behaviors depending on selection. ] Color Preset: A setting within the Color Tool that preserves the intended color shading of an object while attributing unique visual effects that can be influenced by color palettes.* *Color Presets have had their listings excluded due to the sheer quantity of available presets - these can be accessed in the player’s personal sandbox and imported directly into the GarnetGaming DarkRP server. ~ Understanding what these terms mean is crucial to understanding what you can do with them. To put it simply, color palettes come in two genuine flavors - Default and World Glow. The Default Color Palette acts as a standard medium for a color shading and color preset and does not interfere with its ability to interact with other toolgun settings. World Glow, however, is a bit more unique. This Color Palette acts identically to the Default variant mentioned except for one very important distinction. It in fact does alter the ability to interact with other toolgun settings in our game. While some of these will be mentioned and briefly summarized, there are quite literally an endless amount of combinations that can be imagined with the World Glow Color Palette and the ensemble of tools within our toolkit. Some examples of the versatility of World Glow are present below. ] Appearing Props: Using the Stacker Tool (which we will go over later) and the World Glow Color Palette found in the Color Tool, you can create the illusion of a solid prop that fades into an invisible prop once you retreat far enough away from its proximity. This can be used as a sort of artificial border that only appears to the player as they approach - think of the world border that is present in games like Minecraft. ] One-Way Props: This is probably the most widely understood use of World Glow. Using transparent materials found underneath the Material Tool’s selection menu (which we will also discuss later in this document) and World Glow, it is possible to create one-way props that preserve its inherent traits. For example, chain-link fences and gates can be fired through and will indeed cause damage to other players if hit, and using this technique to create a one-way version of this prop would not impede its function as a prop. ] Concealed Textscreens: A final technique worth mentioning is the ability to mask the visibility of a textscreen by pasting the text behind or in front of a prop that is colored with the World Glow Color Palette. Doing so will not just eliminate the legibility of the textscreen, but in fact all other sources of text present in the game world - those can include player names, entity names, and player crosshairs. Because of this notable property, it felt appropriate to include as part of these examples. ~ This is just about everything that you would need to know about the Color Tool to begin experimenting and curating personal presets for your projects and developments as a fledgling builder. Though the expanse of information on this tool is quite uniform, this will not be the case for our next set of toolgun settings. Let’s move on to the next, more complex tool. | Section Three: The Material Tool ~ Because of what we have established to be precedent when referring to a cosmetic or aesthetic toolgun setting, the required knowledge to process this tool is quite linear. The selection menu that appears when utilizing this tool proudly displays the possible materials that can be chosen and applied to an object, as well as the name of the file found in your Garry’s Mod directory. With your recently-acquired knowledge of the Color Tool, you can surmise rather quickly that this tool functions practically identically - materials can be pasted onto an object while preserving its functionality, and materials found on an object can be directly copied and pocketed to be later retrieved and used on another object. As straightforward as this tool can be, like most things in this list it harbors a few kept secrets. For starters, materials that are displayed in the Material Tool selection menu are not always accurate. The most common confliction you will encounter while using this tool is the inability to see the true nature of a material, where materials that are animated will appear static as well as materials who appear black will actually be vibrant or luminescent. A common fix for the latter is to select the blackened material, apply it to an object surface, and then upon navigating back to your selection it will have returned to its appropriate state. Now, the value of this toolgun setting is useful as is (barring the inaccuracy in the iconography), but the main alure is the materials themselves. Copying the file path of a material via right-click and clipboarding will allow you to affect the appearance of specific tools without affecting their function. Below is the best example I could concoct to illustrate its usage. ] The Light Tool: Though we have yet to discuss this tool, it is worth mentioning now that the material of a spawned light’s rope can in fact be changed through a simple command in console and the file path of your desired material, though it is worth noting that animated materials will become static when masked onto the rope. This effect allows you to create invisible and wireframed ropes, among others. ] Jail Cell Door Transparency: Most players are surely aware of this but when using the barred, gated door that is used in administrative punishment, you can apply any solid or opaque material onto its face and it will adopt a one-way transparency that cannot be shot through or otherwise interacted with. ] Tile Consistency: Because each prop in this game has its own unique modeling and polygonal structure, materials do not always map onto their surfaces flawlessly. To combat this, using a one-by-one tile found under the Plastic header will ensure that the entirety of the material is apparent without being impacted by discrepancies in its modeling - this is a great way to see what an undoctored material will behave like or appear as.* *As an even more minute mention, stacking transparent materials along the upwards- or downwards-facing axises of this specific prop (one-by-one Plastic tile) in increments of 0.03u or more will create rather psychedelic patterns. | Section Four: The Textscreen Tool ~ This section will undoubtedly be the shortest of the bunch, though as a construction tool it ought to be included. The Textscreen Tool is used to create blocks of text along a maximum of five rows limited to seventy-four characters per. The only real notable features I thought to mention is that the textscreen can incorporate quite a many exotic symbols and characters without encountering trouble, though from time to time this is not always the case. Lastly, methods of finetuning your textscreen to be exact can sometimes be frugal due to the nature of characters (especially integers) and their likelihood to occupy a unique spatial distance as to not be uniform. Combating this involves experimenting with various numbers of spaces between characters, as well as the font size associated with each row - this in itself can allow for unique spacing in the vertical column. With this out of the way, this section can be concluded with not much further to explain. | Section Five: The Light Tool ~ Following the trend of straight-to-the-point topics, the Light Tool is one of the most simple, easily comprehendible tools that the player has access to in-game. Really, the only caveat I could think of that would allow for some fluid creativity has already been mentioned above regarding the ability to completely toggle the visibility of a lamp at one's whim, moreso than what would be available by simply pasting a transparent material onto the surface. For a reminder, it involves utilizing several of the tools' unique charactersitics that culminates in an invisible rope, bulb, and incandescence which in itself allows for some very imaginative uses. This is all that really does need to be mentioned about the tool as what is personalizable in the menu is simply worded ] Rope Length: The approximate distance a light can be stretch until it rubberbands back to its original position. This setting can exceed the given limit of 256 units while the other two cannot. ] Brightness: The intensity of the lightbulb's luminescence - this makes a lot of sense. ] Radius: The area surrounding the light that can be illuminated by a single bulb - also pretty intuitive. ~ Besides these simple settings, that's practically all you'll need to know about this tool. | Section Six: The Precision Tool ~ As I’ve curated the information that I and others have discovered and personally utilized in our creations, I have tried to maintain a neutral stance regarding my impressions on these tools in and of itself as to keep things strictly analytical - but this is where I draw the line, and you will see why soon. Let’s first establish what this tool does. It primarily serves the purpose of pushing or pulling an object in the frontwards- or backwards-facing directions, depending on which panel of the prop is being interacted with. As simple as this tool appears, it carries with it a sinister surprise - it lies! When we discuss the behemoth of this document (the Stacker Tool) it will become very apparent as to why this is such a conundrum, but for the time being let’s just demonstrate why this toolgun setting can impede creativity, shall we? ] Hypothetical: You are given a geometrically sound cuboid that is precisely 10.00 units on all faces. You want to push said cuboid exactly and strictly 0.05 units on the z axis. How would you do it? It seems quite clear as to what your solution would be - set the Precision Tool’s adjustment setting to 0.05 and be done with it. This was your grave mistake. ] Actual: In actuality, the Precision Tool does not operate on the intervals that it thinks it does. When it refers to itself in the hundredths position, it is actually rounding to the nearing tenths position without disclosing the fact that it is doing so. What this means for the most detail-orientated builder is that your precise adjustments are not nearly as precise as you’d be lead to believe - you will always be mismeasuring your intended result by a significant margin of error if you choose to push or pull a prop in any direction in intervals other than 0.10. Often you may find yourself attempting to synergize this tool alongside the Stacker Tool (which we are going to discuss next) but being aware of this small but marginal discrepancy is important if you require exact measurements - one could say precise measurements. Enough has been said about this tool - it is conditionally a very useful tool, however as we begin to study and understand the Stacker Tool it will become abundantly evident how delicate and sensitive precision can truly be in this game. [] Chapter Three: The Stacker Tool | Section One: Capabilities of The Stacker Tool ~ When we had initially introduced the idea of the Precision Tool for miniscule operations in all coordinate axes, it was mentioned that the intervals of movement that are possible within the tool are not actual - that being what is displayed in your menu cannot directly translate to what will be done in-game when the tool is activated. When this is the case, you cannot rely on the Precision Tool to create fine-tuned adjustments because of its tendency to falter tremendously under minimal pushes and pulls. Acting this way will impose greater consequences when compounding errors assumed by the incorrect data presented in this toolgun setting, and so I introduce to you a better method - The Stacker Tool. | Section Three: Disclaimer ~ Due to the vast and widely variable nature of this specific toolgun setting, you will often notice adjustments and changes regarding this section of the resource as new information is compiled and outdated information is discarded. The intention of this document is to act as a fluid encyclopedia for techniques that I have seen used and have personally used myself when creating artwork for the members of our lovely server. In this instance however, summarizing the innate capabilities of this toolgun setting are rather challenging as the possibility for creation is so much more valuable than any other tool we've discussed so far. Modulability is key here, and assuming practices to be true is not productive in this case. Practically, this tool is responsible for the successive duplication of an object within the three-dimensional coordinate plane in angular and rotational configurations. In reality, what this tool poses as possible is much more than that - consider this: the creation of a sphere in a three-dimensional sandbox using the voxels of a cube are otherwise impossible to produce in a setting like Garry's Mod unless you can distinctly angle and dynamically adapt precision and accuracy between each individual prop. This is not where it stops, too. Most props in the spawnlist menu can indeed be stacked and with such a wide variety of unique geometry, it is really an endless pool of creativity that you cannot otherwise create. That is why for this chapter, it will primarily focus on theoretical discussion rather than empirical. While there are indeed constants regarding this tool, its intrinsic hypersensitivity and mathematical structure is something relatively unimportant for our purpose - individually is when it becomes more pertinent. You yourself are encouraged to experiment with the diverse orientations that apply to each alone prop, as well as record interesting presets and settings that you discover! To aid you in discovery, I've compiled a rather simple, scalable base configuration for a given cuboid prop that stands to serve as a bit of a template for what can be done to any prop - understanding the geometry of a cube is a crucial topic of understanding than can then be extrapolated to a multitude of other props. | Section Two: Configurations for Experimentation ~ The basis of our experiment will rely on two types of change: directional shifting and angular rotation.To emphasize the possibilities associated with the Stacker Tool, we are going to set up a simple yet invaluable resource so that you can familiarize yourself with the basics of the three-dimensional Cartesian coordinate plane. When setting up our little test, it's important to note that the orientation generated when spawning a prop directing in front of you will not be what we are looking for - instead, we are going to have to make a few adjustments such that we can intuitively manipulate our cuboid prop in all of the movement and angle measurements. Tuning these settings accordingly will grant us exactly what we're looking for - the proper tuning of which is given by the following. ] Summon a Plastic cuboid prop: The scaling of the prop is not important here, it's more so the fact that it is perfectly square in all three dimensions. ] Manipulate the cube such that…* *The Front axis' arrow is pointing directly up into the sky. *The Right axis' arrow is pointing directly to the right of the player. *The Up axis' arrow is pointing directly at the player. ~ Now that you've fashioned the cube in this orientation, we can establish a few ground statements that will prove true for our specific experiment. These are: ] The Front axis will function as the axis of vertical change and the pluses and minus will denote what direction the prop is going to be moved into - positive integers equal a shift upwards and negative integers equal a shift downwards. ] The Right axis will function as the axis of horizontal change and the pluses and minus will also denote direction - positive integers equal a shift to the right and negative integers equal a shift to the left. ] Finally, the Up axis will function as our depth axis. This in itself is a bit of an odd distinction when you would normally associate up with vertical change, but you'll have to try to break that habit here - positive integers equal a shift towards the player and negative integers equal a shift away from the player. ~ With this out of the way, you are now left with a module model that can be use intuitively in a way that doesn't confuse you the way the author of this tool may have intended! The final bit of discussion for the setup of our little experiment is angular change. Really this is quite simple, and if you are aware of the three directions of angular change then this won't be all that difficult in the slightest. It all breaks down to this* *All of these examples will be assumed under the stacker direction Up. Keeping this is mind will make the explanations much simpler, and as always can be extrapolated to the other directions. ] The Pitch axis will angle the block along the Right axis so that the change resembles a rotating car tire when seen from the side. ] The Yaw axis will angle the block along the Front axis so that the change resembles a spinning top from the side as well. ] The Roll axis will angle the block along the Up axis so that the change resembles a ball rolling towards the player as seen from the on-looking perspective. ~ This little bit of information is what I believe to be enough to get your foot in the door of the Stacker Tool! Anything else that you pick-up from here will be rather advanced techniques, but I implore you to study this wonderful subject like its for your final if you're interested in making some real fine pieces. [] Index: Miscellaneous Techniques | IA: Notes ] Props that are unable to be interacted with by virtue of the Stacker Tool are not able to be duplicated, therefore preventing certain props from being accessible through Advanced Duplicator. ] Props that are equipped with excessive surface areas are able to maneuver players with various intensity depending on the quantity of interactable surfaces and player:prop ratio. ] While props cannot be summoned rapidly as would be possible in a sandbox session, the undo key is not limited by speed. ] Utilizing the light, material, and color tool, it is entirely possible to create a spawnable lightbulb that is bound by rope but does not have any shared qualities of a spawned light. It will not have a rope, bulb, or incandescent glare. ] Propbinds allow for much greater precision when spawning props rapidly, though still subject to the same speed limitations as menu-spawned props. ] Using the Stacker Tool in increments of 0.03 will move a prop that is directly spawned within another prop just outside of the clipping threshold, allowing for flush material meshing. ] Geometric shapes (like circles and stars) are intuitive to make using flat Plastic props when using children's’ drawing templates that include specific angles. ] The prop simply titled ‘plate’ is exactly 3.00 plastic units across, making for an excellent calibrative device to measure minute distances. This is functional with both The Stacker and The Precision Tool. ] HEX Codes for popular iconography or country flags can be found online and directly correspond to colors featured in Garry’s Mod, allowing for accurate shading when designing. ] When using the Advanced Duplicator, you can right-click any surface of the map excluding the skybox to remove the ghosted blueprint of a dupe. ] The tunnel that leads players from spawn into downtown is unevenly accepting of phasing props. The right side of the tunnel (from the perspective of spawn) will allow less leeway when pushing a prop out of the map limit. | IB: Commands ] {light_ropematerial ___} ] {gm_spawn ___} ] {physgun_wheelspeed ___} | IC: Mentions ] To drop the formality, God bless you Buster. If it weren't for you I wouldn't have a damn nickel to name in the world of wall art. I hope you see this cause you're my motherfucking dawg!
    5 points
  2. -1 I don’t find this necessary IMO it should stay the same, you’re the first person I’ve ever seen that is salty over that rule. Hobos were never meant to use big artillery.
    2 points
  3. PENDING INTERVIEW Thank you for your application. After deliberation with the Human Resources Team, we have decided to tentatively accept your application and advance you on to the interview stage. Please ensure you have joined the Garnet Gaming DarkRP Discord Server. A link to the discord can be found at the top of the page on the Navigation Bar, or here. Once in the Discord, please message anyone with the "HR Division" role, or any member of the Administration Team, with a few dates and times to coordinate your interview. Thank you again for the time and effort you put into your application. We look forward to speaking with you soon! Community responses may still be posted during this time, thank you!
    2 points
  4. In Game Name: Token Age: 27 STEAM_0:1:71675364 Timezone: EST, greater NYC Area Playtime: 12+ days (dear god) I have access to teamspeak and a microphone My computer can just barely handle running medal, so I can record videos, but the quality is garbage Referral: Daph calling me out at the leadership meeting. Dizz Past Experiences as a GM: Never been a GM on a gmod RP server before, but I've been a DnD DM since elementary school, and have been a GM for LARPs before. Why should you choose me? You should choose me because I'm active on the server, creative, and nice. I have plenty of experience storytelling, and enjoy working with others. I love GMOD, especially GMOD RP, and I'm tired of seeing people say that GMOD is dying or whatever. As long as we keep making fun game experiences and tell good stories, the players will keep coming. You should pick me because I want to help the server and its players grow. Storytelling is a fantastic way to process the world around you, fantasy stories or otherwise. I am not going to pretend that I'm the best ever GMOD GameMaster. I've never done it before. But I know stories, and I know people, and I'm willing to learn. I love helping with events as ECs, and I'd love to help in a more direct way. I have never been banned from another server, but I have gotten warns for language back when I was a teenager on TTT servers. I'd like to think I've mellowed out with age. I work from home as an author, and pick my own hours, so I frequently AFK on the server while I'm writing. I'm active most days from 3-ish to 9, when I go to bed. A gamemaster is a server staff member who has 2 main jobs: Coming up with ideas for events and trainings; and helping other players and GMs make their ideas a reality. I would contribute to RP on the server by having overarching plotlines, recurring characters, and player-driven story events. I write down everything in a handy dandy notebook, even as a player, so that I can reference it and build a story net of characters and adventures. What is my most creative idea? "Alien Abductors" The troopers are sent to a small town following a navy officer's distress call. They find townspeople terrified of leaving their houses. The humans here have been separated from the republic for hundreds of years and are terrified of 'alien invaders.' Upon closer examination, the troops can find the navy officer being held hostage! The townspeople will only let the navy officer go if the troopers search for a bunch of missing folks. The troopers search the ransacked houses and find evidence of CIS presence. But the townspeople claim to have never seen a droid before. Eventually they can stumble upon a kidnapping in progress. A group of monsters capturing a townsperson! The troopers try to stop them, but they're too late. All they can do is follow the monsters to their secret base. The base is swarming with droids and the troopers need to clear the base with close quarters combat. Eventually they find a scientist holding the captured townsperson. It turns out that the scientist was kidnapping the townspeople, turning them into monsters, then sending them out to capture even more townspeople and build an army! The 34th will almost definitely find a way to save the remaining townsfolk, but will they be able to find the cure?!? 5 unique event ideas. 1) The Audit (a small passive RP) A representative of the Senate Budget Committee is sent to the base to figure out why the 34th spends so much more money than other neighboring units. The senator demands a tour around the base and an explanation from command! People need to convince the senator that all the crashed vehicles, blown up FOBs, and extreme amount of purchased helmets is required, or else the Senate might decrease our funding! Maybe the troopers can convince them it's all necessary. Or maybe the representative needs to have an 'accident.' We are on a war-torn world, after all. 2) The Artist (a passive that turns into an onworld) After the 34th's most recent string of victories, the Chancellor sends a painter to make portraits of the greatest heroes of the unit. However, on his way to the base his ship is shot down! Now the 34th need to go to CIS Anaxes in order to reclaim the man. But it turns out it wasn't even the CIS! It was a group of pirate art forgers trying to make the galaxy-famous painter create works of art based on them, instead! Now the troops need to fight the CIS on one side, the pirates on the other, all while trying to keep the painter (who is definitely not a DFU in disguise) alive! 3) The Artist Part 2: Electric Boogaloo (offworld) Oh darn the Chancellor's favorite painter is in trouble again! While attempting to create a grand masterpiece landscape of Kamino (and totally not there for evil DFU things) he was kidnapped by Mandalorians! The Mandalorians claim it's revenge for destroying an entire fortress with 'dark magic.' Regardless of what may or may not have transpired, the hostage takers offer you a choice: let them execute the painter, or else they'll blow up the cloning pods! 4) The Artist Part 3: The Paintbrush (Venator RP) After saving the Chancellor's favorite painter twice, the 34th decide to take him into protective custody while they escort him back to Coruscant. However, they are attacked by a cult of dark side users who say we have an Ancient Sith Relic. After much fighting and arguing and lightsaber duels, the crew may either fight off the enemy fleet, or give them the artifact. Either way, they probably want to figure out what the cult was talking about. After must investigation, it turns out that the Artist's paintbrush was forged from an ancient sith lord's lightsaber. The jedi take it away, and we drop The Artist off with the Chancellor confident that his 'dark side vibes' were merely his accidental possession of a sith artifact. He definitely, DEFINITELY, is not a DFU! 5) The brain-eating spiders! (large on base RP) The 34th receives a mysterious crate labeled "important things." But it turns out to be full of spiders! These spiders eat people's brains by sucking them out through the nose. Oh no! Also, the spiders explode violently if killed! The 34th need to improvise a way to detect and capture the spiders before anybody loses their head! This is a sort of Co-op event for engineering and xenobio/core wellness. The xenobios need to figure out what the spiders are, and how to track them down or lure them. Then the engineers need to jerryrig a way to capture the spiders without killing them. The whole thing also tests trigger discipline, because if you shoot a spider you get blown the heck up!
    1 point
  5. In-game name: Jedi Senior Archivist Tenno Age: 22 SteamID (https://steamid.io/): STEAM_0:0:206481427 Warns: N/A Timezone: CST Playtime?: 351 Hours Do you have access to TeamSpeak and a microphone?: [YES] Do you have the ability to record Garry's Mod videos?: [YES] Referral(s): Daph, Kaffee, and Quads [I'm 90% Sure it was Quads who was also talking in the Leadership Meeting.] Past experiences as a Game Master: I was a Senior Gamemaster on a smaller server named Crucible for a few months, though I am super willing to learn and grow on this server and learn its nuances. Why should we choose you over other applicants? I think my strength comes in three distinct categories: my background, my time, and my outlook. I am a strong writer, and enjoy building stories throughout my events that may or may not find a conclusion. With that love for writing, also comes a love for ttrpg's and so I know and have become used to rapidly changing and switching how a story will play out by braiding the narrative with the active participants. I want what people do, and the choices they make to have a presence in the story and not for them to just feel like they are playing out something I decided before they even made it to debrief. With that comes my next category being my time, while I only recently joined the server (I think its been just over a month), I feel like I have found a comfortable niche and built up friendships across multiple battalions. I feel like I have an active pulse on what people are feeling and what they want to see on the server, and that only is possible because I give so much of myself to this server. I might be rambling, though what I mean to say is I have found myself and who I want to be here, and now I can share that through events as well. I am around when many other people aren't, times when we are just standing in a small circle in the middle of the base or in the MHB. I would love to cater to my friends (everyone) and bring more enjoyment. Finally, there comes my outlook. While it might have already been covered before I really love it here, and I want to do everything I can to uplift this space. I want to find underused areas or places that need some extra love and help that space flourish. I think as a GM it will give me even more space to show the whole 34th what can be done, and what roles on the server are there that maybe they might even want to try at some point. Have you ever been banned or punished on any server? Never Ever. . .Promise How much time do you have to contribute to the role?: I cant give exact time slots, but I am here all of the time. In your own words, what are the responsibilities of a Gamemaster?: A gamemaster primarily should drive player engagement, and help them further embrace the role they are within. While we cant make someone rp who doesn't wish to, we can give them every opportunity to find their own method and means for enjoyment, as long as it remains within the scope of the server. The responsibility of the gamemaster is to work in tandem with the players to create a fun environment that helps build comradery and lifelong memories. Describe how you would contribute to RP as a part of the Gamemaster team: I would find the undernotes of the server, and help bring them to life, looking through battalion roles and finding areas where they might not be used and highlighting it. Explain your single most creative idea for contributing to the RP environment of the server: I would like to introduce a reoccurring CT after my missions, they would not need to be brought up or spoken about. Though they would occasionally appear after my missions for debrief and then leave right after. The hope would be for said CT to actually be an infiltrator, a shapechanging agent of a DFU. There may even be missions where the CT is an [EC] that just slips in at some point and plays with the main force if they don't make note or question them. Please list and explain 5 unique event ideas of any scale: Never More: Amidst the chaos of the Clone Wars, the population of Ryloth faces a humanitarian crisis. Clone troopers are dispatched on an aid mission to deliver much-needed supplies and medical assistance to the embattled Twi'lek people. The 34th provide medical and engineering assistance as they work together with the civilian population to provide relief in the face of adversity. But the mission takes a dangerous turn when Separatist forces launch a surprise attack, forcing the clones to defend the aid convoy and protect innocent lives against overwhelming odds, how long will the 34th be able to hold out alone, and how many lives will be lost if they fall short. Alchemy 4 Fun Pt. 1: Jedi would begin to feel a paralyzing fear fill their chests, horror taking their mind as something has begun to spill on the planet. After searching within, they would find the location being the base on CIS Anaxes. After calling a debrief themselves, or calling to Navy to spread the news the 34th would move to find what could possibly be the source of such malevolence. What the ground forces would find is a full force of droids, fighting tooth and nail all the way to the base where they find an HVT. A Putrid Alchemist with a functioning laboratory, the Jedi within would feel their mind get fuzzy, their limbs jittering and their vision blurring, the Alchemist releasing a gas they have concocted that preys upon their higher count of Midi-Clorians and leaves them needing support from Medical Staff and Jedi alike. If Kept alive the Alchemist may be able to assist with this process, if not Jedi may be able to decipher ancient runes to understand faster methods of helping the jedi recover. Alchemy 4 Fun Pt. 2: Investigating the area in which the Alchemist was taken down, Naval/CG will have discovered information on who he worked for, a DFU who was able to discover this ancient Alchemical Formulae from a Holocron, with the looming threat of more of these ancient horrors being released upon the world, the 34th will mobilize to Geonosis and expunge this Dark Acolyte. Medical Troopers will have been given doses of the antidote worked on by the Jedi and Xenomedicine Corp together, allowing Jedi who get exposed on the ground to fall back and recover when they are teetering on the edge of unconsciousness from their body being attacked. This confrontation will lead to a fight to the death, between the DFU and the Jedi. . .while the DFU defends the terminals uploading his information to an unidentified source. If the Jedi are to fail or take too long to defeat him, the information will be used later for further events, and if the DFU is able to further make his escape, he will become a tyrannical opponent for many more missions to come. Open House: The Senator of Anaxes has asked and been allowed permission to step on base, being escorted by his Jedi Advisor and accompanied by his two children. The 34th's newest mission is one of proving themselves and impressing the Senator and his children to maintain our key location. Each battalion will need to make a showcase of their various skills, participate in head to head Sims, and ensure they have the coolest bunks to win the favor of the Senators Kiddos, thus the Senators Heart. All Eyes on Us: With intelligence warning of an imminent Separatist attack, the 34th must quickly fortify the Republic stronghold's defenses on an Unknown Planet. Players will be tasked with setting up barricades and coordinating with allied forces to create a formidable defensive perimeter, while the Special Operations Brigade does the opposite. Knowing a member of Separatist High Command is on Planet and coordinating the offense, they will break off and infiltrate their camp. Using this moment of weakened defense to capture the Separatist for Republic Interests.
    1 point
  6. In game name: Matrixz/Mat’rix Age: SteamID (https://steamid.io/) STEAM_0:1:171225304 Warns: 0 Timezone: EST Playtime: 20 Days 2 hours Do you have access to TeamSpeak and a microphone?: [YES/NO] No to TS but Yes to mic and Discord Do you have the ability to record Garry's Mod videos?:[YES/NO] Yes Referral(s): [What administrator recommended you to apply?] Conway, Tdizz, and 3x Being called out in Leadership meeting about applying for GM Past experiences as a Game Master: [Optional] GM on TW Starwars server Mod on LG Starwars server Head/Senior Admin on LG Halo server (Had to do events because GMs were not really there) Why should we choose you over other applicants? [minimum 2 paragraphs] I think you should pick me because I have experience with GMing on high pop servers. I have made campaigns that lasted for months on end. I have made up a whole new faction to add because people would get bored of just fighting the CIS. This is many reason why i should be pick over them The big part of why I think I should be chosen is because I am willing to sit for hours to come up with events or help other GMs out with coming up with events. Many times when I have become a GM on other servers, the GMs would just mind their business and not help each other out with stories. That is why i should be chosen to become a GM Have you ever been banned or punished on any server? If so, Include details no How much time do you have to contribute to the role?: At least 16 hours a week Describe how you would contribute to RP as a part of the Gamemaster team: I really like to do 1 on 1 jedi RP, like calling them to a cave and being the darker version of themselves. I like to watch people build their stories and such. Explain your single most creative idea for contributing to the RP environment of the server: Making a campaign where everyone knows what is going on and what we are doing next. Please list and explain 5 unique event ideas of any scale: [Be sure to include any additional context that may be necessary to your explanation] War: I will have a Starwar map that I will make and the player base will get to vote where we attack by reacting to it in the discord. Each planet will have a different task on it such as Evacuation of Civs, Hit and run, Escort navy, and so on. I would like this to be like conquest and have troopers be a part of this war by coming as a community and deciding where we are going to fight next. This will also include what we are to bring to said battle. If we let 501st bring a tank then they can bring on the next mission that may or may not require one. Monster hunting: Troopers will be sent down to hunt down an unknown creature that has been killing/eating civs. While hunting down this creature, they will find out that they were being hunted down by this creature the whole time. Being said they would need to find the creature's nest and destroy it in hopes of bringing the creature out to kill/capture it. Battle Simulation: MHB will have devices that troopers/Jedi will sit in. They will put on the head gear and the navy will go around to turn on each device. The troopers will then be linked together with each other to bring them to a battle that has been forgotten by many. They will be stripped from any battalion, rank, or name and will be just shiny CTs. The jedi will be leading them into battle like they did the old times. Fake Clones: the 34th will receive a distress call from a nearby city. Upon reaching this city it turns out that the republic is already there and defending it. But it turns out that this was a trap and there are BXs in Clone trooper armor. The 34th will have to retake the city from the Fake Clones and save the Civs that are being held there will have to check to make sure that they are not shooting one of their own. Base attack bomb: A simple event where the CIS attacks the base and tries to take a navy member hostage (The BX would only get 2 lifes to do this) and to get info on the 34th movement and ranking structure (Could lead into a assassination attempt if successful). By the end of this, the CIS ship will have one last hurrah by shooting a massive bomb into MHB but lucky for us it did not explode. EOD will need to work to disarm the bomb or risk the bomb to explode.
    1 point
  7. In-game name: Raptor Age: 20 SteamID (STEAM_0:0:205246999) Warns: 0 Timezone: EST Playtime?: 1405 hrs Do you have access to TeamSpeak and a microphone?: Yes Do you have the ability to record Garry's Mod videos?: Yes Referral(s): [What administrator recommended you to apply?] Python and Billybob Past experiences as a Game Master: [Optional] I was a GM twice for Garnet Why should we choose you over other applicants? [minimum 2 paragraphs] The reason why i should be pick is because i was a former GM for Garnet twice i also hope to include the whole server so everyone can enjoy and have fun on the server. If i do get accepted i hope to better the server and help the server grow. Have you ever been banned or punished on any server? If so, Include details i have not been ban on any server How much time do you have to contribute to the role?: I would help the player base in there RP and make sure that the players are having fun In your own words, what are the responsibilities of a Gamemaster?: the main role that the GMs do are to host events but its not the only thing GMs should also help players in there training tryouts events and rp. Describe how you would contribute to RP as a part of the Gamemaster team: I would make sure that the players have plenty to do in the event just for rp even when there is no event GMs should be doing stuff for the players whether or not its just a small rp event or its a base attack as a GM i would try to make as much fun for the players even if there is no alot of people on at that time Explain your single most creative idea for contributing to the RP environment of the server: Make a RP situation for medics where they need to deal with a Virus or anything that medics have to deal with for engineer have them fix up a vehicle or have them repair something on baes or off world for EOD have them defuse some kind of a bomb and for pilot have them do a air patrol or even have them dog fight against CIS air. Please list and explain 5 unique event ideas of any scale: [Be sure to include any additional context that may be necessary to your explanation] (Event 1) It will start with a call to NCC once the call gets answered there would be a hologram showing a recording to what happen to a Republic Naval Officer after that is done they would go to a off distant planet where they would need to save the Naval Member depending on what happens if they manage to save the Naval they would get more intel about what the CIS are doing in the area but if they fail the Naval member who is being held hostage would be killed. (Event 2) A Random base attack would happen the players would have to hold until the CIS stops once they players hold they would search one of the nearby FOBs they would get intel that there is a major CIS force at CIS Anaxes that are taking over a Village the republic would have to intervene and stop the CIS from wiping the village out the republic would have to hold the village for a little bit once that is done one of the towns people would give the clones some intel that the CIS have gather up a large force on top of one of the mountain tops and is a threat to their village and was hoping the the republic would take it out once that is done the clones would go back to the village and tell the village leaders that the CIS is gone. (Event 3) The Republic interests a transmission that the CIS has build a massive force on Geonosis the clones would have to clear out the factory of any droids unknown to the republic a DFU is on planet and is over seeing the operation the players have the option on taking the DFU as a prisoner or killing him depending on what happens the DFU may give intel about something that will happen in the near future that the CIS maybe planning something big. (Event 4) There was a Venator that went dark and for some reason it has not been in communication the 34th battle group heads to this venator and sees that a unknown virus made by a mad scientist that was hired by the CIS to make a virus that will infect the clones and make them act weird the 34th battle group will land on the venator and will need to clear out the venator the 34th battle group will fine a survivor on the venator that last living survivor will give information to the 34th battle group on what happen and why they are there the 34th would get information about where this scientist is located at the clones would have to take this scientist alive to get the information on how to cure this virus. (Event 5) The local garrison on Coruscant ask the 34th battle group if they can send reinforcements, the garrison on planet ask if the 34th can help deal with this crime syndicate the 34th battle group would have to go around the city asking the locals on if they have any information about this crime syndicate once they fine where this syndicate is hiding the 34th would be task to take in the Crime boss in alive and to be turn over the local garrison.
    1 point
  8. In-game name: SR GR SGT 6323 Rayniy | Jedi Padawan Travec Songsteel Age: 20 SteamID (https://steamid.io/): 76561198016871849 Warns: None Timezone: CST Playtime?: 64:34:46 Do you have access to TeamSpeak and a microphone?: [YES/NO] Yes Do you have the ability to record Garry's Mod videos?:[YES/NO] No but I can get OBS Referral(s): [What administrator recommended you to apply?] Tdizz (aka Anakin) Past experiences as a Game Master: [Optional] Senior Event planner for Tamewater CWRP Why should we choose you over other applicants? [minimum 2 paragraphs] You should choose me over other applicants for the Gamemaster position because of my unique blend of creativity, organizational skills, and passion for the Star Wars universe. I have a proven track record of conceptualizing and executing engaging events in virtual environments, drawing on my experience in event planning, storytelling, and community management. I am dedicated to creating immersive and memorable experiences for players, and I approach each project with a meticulous attention to detail and a commitment to excellence. My deep knowledge and appreciation of the Star Wars lore enable me to craft authentic and compelling narratives, design challenging gameplay scenarios, and foster a sense of community and camaraderie among participants. Furthermore, my collaborative spirit and strong communication skills make me an effective team player who can work harmoniously with other event planners, moderators, and community members to bring our shared vision to life. I thrive in dynamic and fast-paced environments, adapting quickly to changing circumstances and leveraging my problem-solving abilities to overcome challenges and deliver exceptional results. I am proactive, resourceful, and adaptable, always seeking innovative ways to enhance the player experience and ensure that every event is a resounding success. By choosing me for the Gamemaster role, you can rely on my dedication, creativity, and professionalism to elevate the Star Wars Roleplay community on GarnetGaming to new heights and create unforgettable adventures for players from around the galaxy. Have you ever been banned or punished on any server? If so, Include details No bans or punishments How much time do you have to contribute to the role?: I am available every night after 10:30 PM due to work but I also have two to three days off a week where I spend almost all day on server. In your own words, what are the responsibilities of a Gamemaster?: We are responsible for what is essentially the life of the server. If the server puts out bad events no one wants to play on it, GM's are also responsible for helping out with any training and tryouts they can. Everything a GM does sustains the life of the server. Describe how you would contribute to RP as a part of the Gamemaster team: I would like to focus on story driven events and passives with Jedi at the forefront as they deserve just as much love as the clones. Don't get me wrong I will be providing plenty of events and RP for clones as well. Explain your single most creative idea for contributing to the RP environment of the server: An earthquake on a dessert planet reveals an ancient Sith temple, Jedi are sent to investigate this temple and soon learn after entering they are trapped and forced to complete a set of puzzles and trials that will test their devotion to the light side of the force as these trials dig their claws into the Jedi revealing to them their greatest fears and deepest desires. To survive they will need to work together to trick the temple into believing they are one with the dark side. Please list and explain 5 unique event ideas of any scale: [Be sure to include any additional context that may be necessary to your explanation] (This is just some ideas i had not that these may or may not be possible on server just for examples and showcasing) 1. **Galactic Senate Debate:** Host a large-scale event where players can take on the roles of senators from various planets within the Star Wars galaxy. They can engage in lively debates on important issues, negotiate alliances, and strategize political maneuvers to influence the fate of the galaxy. This event can require players to prepare speeches, propose legislation, and engage in diplomatic role-playing, creating a dynamic and immersive political simulation within the game. 2. **Jedi Temple Trials:** Organize a series of challenges and trials within the Jedi Temple for aspiring Jedi players to test their skills and prove their worthiness. Players can participate in lightsaber duels, Force ability tests, and moral dilemmas to showcase their mastery of the Force and their commitment to the Jedi Code. This event can provide a structured and competitive environment for players to role-play as Jedi initiates, offering a blend of combat, puzzle-solving, and ethical decision-making to simulate the rigorous training process of becoming a Jedi Knight. 3. **Smuggler's Run Race:** Create a fast-paced racing event where players can pilot their own starships through a challenging course filled with obstacles, shortcuts, and rival smugglers. Players can customize their ships, upgrade their engines, and outmaneuver their opponents to claim victory and earn valuable rewards. This event can appeal to players who enjoy high-speed thrills and competitive gameplay, offering a mix of skill-based flying, strategic navigation, and adrenaline-fueled excitement in a Star Wars-themed setting. 4. **Hutt Cartel Auction:** Host an exclusive auction event where players can bid on rare and valuable items, artifacts, and technology coveted by the influential Hutt Cartel. Players can role-play as wealthy buyers, cunning smugglers, or desperate bidders vying for the chance to acquire unique treasures and exotic goods from across the galaxy. This event can foster intrigue, negotiation, and intrigue as players compete for limited resources and vie for the favor of the notorious Hutt crime lords, adding a layer of economic and social dynamics to the Star Wars role-playing experience. 5. **Sith Academy Trials:** Stage a dark and challenging event where players can undergo trials and tests at the Sith Academy to prove their loyalty to the dark side of the Force. Players can face off against fearsome adversaries, delve into forbidden knowledge, and embrace their inner darkness as they seek to ascend the ranks of the Sith Order. This event can offer a morally complex and psychologically intense role-playing experience, exploring themes of power, temptation, and sacrifice within the context of Sith philosophy and the eternal struggle between light and dark in the Star Wars universe.
    1 point
  9. +1 I have no experience with you but you have a solid app, and most importantly I trust Orion's judgement.
    1 point
  10. Ladies and Gents I just got a job I've been waiting 3 months to hear back from!!
    1 point
  11. +1 I play with Rayniy consistently and he has shown great knowledge of roleplay and etc before. I believe he would make a good addition to the Gamemaster Team and that he could provide a good outlook on the servers events.
    1 point
  12. Hi, everyone! I'm not sure if you've seen my name snooping around forums recently, but, if you don't know who I am, my name is Jared! I have been a part of the GarnetGaming community since August of 2016, right before I started my freshman year of high school! Quick synopsis of my time on GG: - I started playing my first stint of MRP near the fall of 2016, ended around the middle of 2017(?) It's honestly been so long I can't quite remember the exact timeframe. I was an active player mainly on the Marines during the days of CSCDesert with people such as Davidson, senorisgrig, Zach Jones, yokedPREDATOR, North, and many more that may pop into your heads. I first messed around playing SAS and had a blast with our dogshit base that Garnet would faint in disgust nowadays. (If you lot from SAS are still around somehow, hello!) - Afterwards I then came back for a short stint as an Army officer, had some fun with that, and was a part of MRP staff for a little while - I then moved over to DRP and eventually became staff - My last and most recent MRP run was in 2021 during the pandemic, became a part of AwesomeAidan's Green Beret, still love that group, lots of homies Why am I telling you guys this? Well...I'm graduating college in less than a month from now. I can't believe that I am still here on these forums after almost 8 years. Eight years of my life have gone by, and, in a weird way, this community reminds me of the journey I went through on a personal level in order to get to this point. Since the days of August 2016, I have graduated high school, got a girlfriend of over two years, lost my virginity, and now I am very close to earning my bachelor's degree in cybersecurity! I am truly a Garnet Gamer! Even though I may not know you, I just wanted to quickly say thank you. Thank you for everyone in this community who has impacted my life. You all have helped mold me into the man I am today...ready to conquer the world. I may not have become a general in MRP like I wanted to all those years ago, or a Super Admin, or a prominent figure in this community, but I have become a man ready to succeed...in REAL LIFE of course! My most prominent memories of growing up have been from playing with this community of leeches, cunts, and dickwads, and I wouldn't want it any other way. I really wish I could've played GMod with you guys consistently for 8 years, but the sad truth is that our personal lives are more important than a video game. As corny as it is to say, it genuinely hurts me that life got in the way. However, I think it is for the greater good. Could I come back and play? I doubt it. I have a woman to worry about now. I have myself to worry about now. Is roleplaying as an Army private who is being instructed by a 14 year old kid from California to go and capture an objective from the Taliban even important in my life anymore? Probably not. I am 22 years old. I am an "old" man for GG standards at this rate. Current members of GG, please enjoy these moments. You are at the peak of your lives, you just don't know it yet. Yes...you're playing a modded version of Half-Life 2 that got released as a fully-fledged standalone game in 2006, where you roleplay as a Star Wars character, or a military man, or some other stupid shit. But you don't need to think of it like that. DON'T think of it like that. Think of how many friendships you've made in this commmunity, and how much fun you've had. Once you start paying bills on your own, you'll regret not living in the moment. Just thought I'd speak my peace. Thank you all for making my life a little less shitty. Jared
    1 point
  13. LAUNDRY LAUNDRY LAUNDRY LAUNDRY LAUNDY DO YOUR LAUNDRY GO NOW LAUNDRYY master builder is a character in norse myth. Why would i want to be him? the gods tricked him and he was unable to build his wall without his horse i think thats a bit time vampire scheme hm.
    0 points
  14. Quite an odd choice of words to describe how I feel about the rule. I just think as the server evolves over times, some things can change even if the OG's think it wouldn't be beneficial or have any lasting effect. I wouldn't say I'm "salty" over the rule, but I feel it to not really have anything that does good for the server. Other then realism, which isn't really a thing on this server I mean for gods sake we have Venom and Spiderman. To each their own I suppose. Yea but a lot of those weapon restrictions were most likely implemented to serve as a "meta" which in my opinion doesn't really do much for the server considering those same classes can't participate in the same stuff as raiding classes and other classes. for the most part I don't get what your saying. How would this remove any role-play from the server? If anything it opens the door for more role-play, just different then what the status quo would have you with. Most of the times its enforced is when someone who's played the server long enough to know all the rules big or small, and its when that person just wants to get someone further in trouble because they don't like the person or some other reason. Nobody really reports it outside of that. Now your just nitpicking my philosophy as if its all or none. You have to look at it from an open-minded perspective and not a narrow minded traditionalist perspective.
    -3 points
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