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pronounsshe/her
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As an admin on another site with heavy mechanics, my 2 cents is that if the changes are big, you should surface them to the community for feedback ahead of time. I think when you are looking for feedback, it should always come with the written caveat that even though you care about the community feedback, that the admin team as the final say and may make the changes despite some person opinions, or something like that.

Beyond looking for feedback, this also helps alert members of big changes ahead of time, instead of it being a surprise upon release, which is always nice.

I think communities appreciate staff that's always trying to make their sites better!

pronounsshe/her
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i agree with everything that's been posted above! i also want to reiterate that communication is key! most people in the rp community are super nice, and as long as you ask and talk to them about what you want to do, they're very willing to work with you, either agreeing to the plot you have in mind or saying no and most of the time, adapting it to work or explaining why it wouldn't.

another thing that i do when i feel like i might overstep boundaries, is asking myself if somebody else were to do come to me with the same thing, how i would feel about it. i think i have a good idea of where my boundaries are "normal" and where they aren't, and in the case where a plot/idea/action in a thread falls under a "normal" boundary, i'll ask myself if said thing oversteps my boundaries. if not, then i usually go for it. if i'm still worried, then that's when i go and ask.

even if you do overstep, i feel like most of the people i've rped with would just let me know and it's honestly not a bit deal. as long as you're (once again) communicating, the two of you will figure out ways to work around it.
pronounsshe/her
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anyone else create most of their skin in HTML/CSS/JS outside the forum, and then transfer the code to forum HTML/CSS/JS?

i'm a true fool because this FEELS so much faster... and yet i know i'm doing 2x the work sometimes

I think this is actually pretty standard practice. Like you said, it tends to be faster.


pronounsshe/her
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sometimes my coding comes from wanting to exercise a certain new feature i'm learning, like when i was trying to learn hovers, i made a ton of templates with hovers. or when i was playing around with transforms, i made a whole skin using transforms (and later learned about svg path builder orz)

most of the time i pull inspo from my brain. i just doodle on sticky notes until i have something i like. or i spend a whole day just visualizing a design in my head between work and chores and stuff. sometimes i'll pull inspo from other sites or templates, but i try to stay away from that because i've seen a lot of people being accused of plagiarism that i'm afraid that it'll happen to me.

thank you to everybody with links to design sites! those are definitely things i've been meaning to get use more for inspiration.
pronounsshe/her
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i bought a skin because i don't have the time to code a full skin anymore (and i'm just not creative enough), but i think i ended up spending an equivalent amount of time adding features to the skin for my site.

...maybe i should have just bit the bullet and coded my own skin to begin with. orz

but hey, on the bright side, i learned a lot of new css by having to look through the existing code (whoa flexbox! whoa counters!) and finally delved a bit into scripting with js, so i guess it was a win in the end?