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File: 574671f032ca164⋯.jpg (47.49 KB, 350x328, 175:164, 1456245921329.jpg)

430beb  No.15941251

What are your thoughts on community managing? Do you have an ideal? Should it even exist?

I bring this thread to life for two reasons, the first one is that basically any videogame discussion on the internet is influenced by community managers directly or indirectly, the biggest hate threads has almost always something to do with how devs are completely oblivious and out-of-touch to the demand of their players and some the biggest lowcows in any community are devs and mods who completely lose it for being to thin-skinned to deal with criticism and gratuitous insults. Making this, perhaps, the biggest meta discussion any board can have, if they are sufficiently self-conscious to do it.

The second one has to do with a little text about griefing/trolling that I read recently, I'm not going to waste your time and just sum it up: the author seems griefing/trolling as a problem to the whole community that centers around some specific game and sees complete control as the only possible solution, not an unfamiliar tactic to anyone who posts here, control is basically becoming a central pillar to anything inside the civilized world, censorship and "reputation systems" are there to prove it. As someone who values freedom, I couldn't stop thinking if there aren't less "No Fun Allowed" solutions to griefing/trolling, assuming it is a problem in the first place. For example, I never played more than a few minutes of DayZ but I heard lots of stories about it, and it seems that one of the main sources of fun is basically torturing and misleading other players, specially new ones, that's the dictionary definition of griefing/trolling in its purest form, following the presumption of the most popular form of community managing today this type of behavior should discourage lots of players from playing the game and eventually dismantling the community and killing the majority of playerbase, but that doesn't happen, DayZ is so strong that people kept playing it even when the game was scarcely updated and apparently got worse in each update, if you doubt me, just remember that DayZ never or almost never, can't really say I didn't look the store page religiously everyday had a discount until launch day. I could go further listing other examples such as how in old competitive FPS days if any player resorted to TK (if it was even possible mechanically) other players would just kick him or ban him of that particular server, instead of banning him for a particular amount of time of the universal matchmaking system, sometimes even for accident, but I think anons already get the idea.

Knowing how community managing works today and discussing possible alternatives can help getting a better communication with developers, escape from marketing traps (shills) and possibly even inspire potential devs lurking around on how to deal with their future players. Or at least exhausting every option as unpractical could empirically confirm our general cynicism towards the industry, for example, there is no reasonable argument for the possibility of microtransactions and lootboxes going away, even if there was the so much expected crash. Similarly, if an ever growing control of player behavior because of their "proclivities" to being "toxic", even when being "toxic" is asking for a bugfix and getting the dev severely triggered for contemplating his own incompetence is the only expected future, I want to, at least, confirm it.

157ae0  No.15941263

File: 0a1bddef439cb95⋯.jpg (77.93 KB, 643x820, 643:820, 0a1.jpg)

tl;dr or gtfo


430beb  No.15941299

>>15941263

It's not really TL;DRable, but I'll try:

Discuss the best ways to communicate with a dev to give better updates to his game, assuming he's not a little bitch. Does that involve a middle men to give dev more space to actually develop or should the dev separate some minor time to get in touch with his playerbase?

Discuss the possibility of less control in multiplayer games where nowadays is common to apply reputation systems, censorship and pre-scripted bans to combat "toxic" behavior.


3832e5  No.15941304

Community managers exist solely to enforce the hugbox mentality modern online games promote. And anything outside of that they do more harm than good, people complaining about balance in your game? Some faggot telling them "we're looking into it" or "I'll pass it on to the devs" empty corporate speak just makes people more angry, especially the longer the complaints go on because they know that someone is there to atleast pretend to care. Problems like exploiting or game balance or anything of the matter should be made with some sort of professionalism to it, not from some sort of "friendly community manager twitter guy".


620c76  No.15941309

File: b64ac23c879128a⋯.jpg (24.54 KB, 358x480, 179:240, kofattack2.jpg)

>>15941251

i think the best form of community management simply comes from the community itself enforcing their own culture. japanese arcades are probably the best example of this.

once you create a coc or put an outside moderator in control, you are removing power & liabilty of maintaining quality from the community itself.


09055f  No.15941324

I am against community mangers, mods or whatever. My reason is anyone who is willing to take said "jobs" is more often than not an attention hungry, power mad ultra retard who wants to enforce his/her way while also remaining a figure of attention in the community, which is more or less an echo chamber of drones who are too scared or too rigid to go out of line. I believe a community should be mature enough to create and maintain its rules and cultures over time instead of having an attentionwhore go nuclear every time someone calls out shit.

Devs being out of touch I blame completely on external factors like publishers pushing bullshit on the devs or the devs wanting to push bullshit on the player.


b56449  No.15941325

>>15941251

>Should it even exist?

A "Community Manager" is basically someone taking what the fans bring up to him and boils it down into an easy to understand summary. There are people who do need a community manager because they're exactly the type who would be consumed by social media at the expense of pretty much everything else. You want them to be productive you need a buffer to stop them from being consumed by the thoughts of strangers on the internet.


9e571f  No.15941331

The term "community" is tainted; it is conflated with 'consumer base' and 'customers'. True gaming communities are few and far between, and often form on their own outside the realm of influence of the game developers/product representatives, and therefore rarely communicate directly with the devs/reps.

Where a PR official, or "community manager" is deemed necessary or desired, it should be that the person is assigned from within the company or team, rather than promoted from members of the consumer base, or "community". This mistake has been made and witnessed time and again, and it never goes well.

True communities shape and govern themselves, often inhabiting their own server and/or forum where possible, and should never be interfered with by representatives of the game. Artificial or forced "communities" are–though the term is overused–an absolute cancer, and are usually comprised of the worst the consumer base has to offer, never reflecting well on the product itself.

When it comes to communicating with and managing the behaviour of users, it is important to keep conduct professional. Personal beliefs and opinions should not be carelessly shared by developers or representatives. Measures can be taken to mitigate unwanted behaviour through further development of the game, but developers must accept that users will do as they please within the confines and possibilities of the game, and that the developers' personal feelings are insignificant.


cb1e2d  No.15941333

I've been a Community Manager for a game for a while, ask me anything


5ef5f1  No.15941345

>>15941251

I work on the simple premise that a job wholly dedicated to posting on social media has no right to exist. But beyond the simple absurdity of such a job existing, a community manager that does nothing but that acts like a buffer between developers and community, inevitably leading to some gatekeeping and dev isolation, unintentional or otherwise. The only good community manager is one of, if not all, lead designers of the project.


430beb  No.15941367

>>15941333

Alright, I'll start with the obvious.

>did you feel your job was necessary in the first place, like before starting it?

>once you were working in it, were you really helping? Did you feel your contribution was helping the project go forward in any way?

>did you like the game you were managing?

>were you operating alone or did you have company? If you did, how did you relate with other moderators?

>how was your particular relation with the players? If you had company, how did the other moderators relate with the players?

>did you ban or censor anyone? If so, why? Did you personally find justifiable or were you just following orders/rules?

>how was your particular relation with the developers? If you had company, how did the other moderators relate with the developers?

>Was there any publisher involved? If so, did you have any relation with them?

>If it doesn't break your anonymity, can you share what platforms you used to communicate with the players? How about communicating with the devs? What were the advantages and disavadvantages of using said platforms?

>would you do it again?


09055f  No.15941371

>>15941333

Did female "fans" reach out to your dick so that they can get close to the dev team?


135847  No.15941382

>>15941263

TL;DR; people think community manager is a legitimate role that's not just given to hambeast women and minorities.


256a3e  No.15941394

I have and it is imageboard and/or classic forums like rpgcodex.


cbdda6  No.15941406

File: 4a470a48fe72dc1⋯.jpg (146.15 KB, 1100x768, 275:192, 4a470a48fe72dc1149fd394adb….jpg)

>>15941309

is that the aftermath of that chink getting its throat slit?


cd6292  No.15941541

Community managers exist to control / suppress the community. Why do you think they are universally hated? People hate being controlled / manipulated.


0b23ff  No.15941566

File: 84dfc9eb9b10fd7⋯.png (257.94 KB, 275x350, 11:14, ClipboardImage.png)

Hell no, almost without fail they're the biggest possible sycophants. I'd sooner rely on some sort of impartial word cloud that developers can look at.

>>15941406

Had a think about why that cat looked familiar.


841a63  No.15941591

>>15941406

Some guy got stabbed over a KOF97 match


4c8398  No.15941690

>>15941591

"back then" community management was actually an interface between community and company to improve the game thus have more sales by growing the community.

these days they're just tardwranglers working out of the marketing department keeping their customers in line so they buy more of their shit.

there's a reason hardly any game these days has community features or the tools to support one (so they can regulate themselves). and I'm not talking about "join our discord and follow us on twitter/facebook"


ceb790  No.15941727

File: bdc43c1c5e7fee1⋯.png (47.93 KB, 792x557, 792:557, community.PNG)

>>15941251

Only AAA game forums or indies who think they are being cool by hiring (((Community Managers))) to hotpocket their forums do this. There is an article or forum post, in this case that talks about this (pic related).

https://archive.vn/wYoKP


e97b7f  No.15941773

>>15941251

Jesus fucking Christ, OP, just have mod positions that delete shit like spam and enforce some basic rules, and leave it at that. None of this bullshit social engineering crap where a "community" is dev-enforced echo chamber of dicksuckers. If people are "toxic" to each other on some online forum then who the fuck cares? Why the hell should the dev care that little Billy got called a faggot? The community is there not for the dev or for the game, it's there for the fans, who then MIGHT be in touch with the dev through it.


cb1e2d  No.15941788

File: e6aca53960ad839⋯.png (22.2 KB, 479x639, 479:639, ClipboardImage.png)

Let me preface it though by saying, this was for an indie multiplayer game that got a reasonable amount of attention, peaking in 2015 and is still somewhat played today, albeit with a smaller and more changing community.

>>15941367

>did you feel your job was necessary in the first place, like before starting it?

You know what, retroactively, I think I didn't and nowadays I think it is. Confusing? It's a bit like this, when you're part of the people coordinating talks and FAQs it felt really unnecessary, since I'd been there so long that they were ingrained in me, but going further and further into the years I understand retroactively how important having SOME control actually was. Not full control or no control at all, just SOME. Kind of like those cops who used to direct kids when going and leaving schools.

>once you were working in it, were you really helping? Did you feel your contribution was helping the project go forward in any way?

It's hard to say, I could point at the numbers and my influence and say that yeah, I was making a difference, but that's just self masturbatory. I'd say just the presence of SOME (again, keyword here) managers was needed in keeping things working.

>did you like the game you were managing?

Loved it and every second of it until I didn't anymore. It was a blessed title in that it lived and died slowly and cozily, instead of crashing and burning like so many other multi games, except it also meant that it never really took off to the level of a modern successful indie title, but the devs were (and still are) more than happy about the revenue and exposure they got.

>were you operating alone or did you have company?

Lone wolf but there were plenty of other mods, janitors and community managers. Comms were 5 when I started and it ended up with about 15 of them I think. Mods were much higher in numbers and the janitors were just comms that were considered oldfags by the standards of the devs/owners and overall had more time to waste editing posts and managing shit.

>If you did, how did you relate with other moderators?

Probably the most interesting part of the whole ordeal, since I bet that what I saw on a smaller scale is the same shit that happens with bigger projects (although I'm guessing in that case there's more blowjobs to get hired): despite ultimately being "a team", each Comm was at each other's throat. It's not that we hated each other's guts, more that the people above us didn't know how to manage the site or the staff proper, so our only unbreakable rule was "follow the international laws on what content is acceptable and those of the country our servers are located (which wasn't Ameriga and interestingly it may have been the reason why the game got popular in the first place)", while leaving out the finer details and rule of conduct to all community managers. There was this unspoken rule about not interfering in other comm's business - as a matter of fact, we all would have some kind of "turf" that, while technically controlled by all comm managers, it was informally left under the jurisdiction of the person who was most active (in case you're wondering, my post was the general discussion and the modding/complaints section). This on the one hand generated a lot of confusion, as things that would be acceptable in one area (calling someone a basketball american, for example) were generally ban worthy elsewhere, but on the other it allowed for people with drastically divergent cultures and manners to still enjoy playing and talking about the game. It also helped that while public servers were available, 90% of the content was on private servers, so we could lie about having a hands-off approach at moderating and get away with posting pictures of scantily clad bidimensional women all day every day.


09e662  No.15941796

File: 264a6fbfbc10f8f⋯.jpg (99.85 KB, 700x752, 175:188, megagame5.jpg)

>community

<manager

hahahahahahahahahahahahahahaha

oh your not joking, let me laugh harder.


4c8398  No.15941805

File: cc1623c2e5797df⋯.png (287.32 KB, 477x438, 159:146, liv2.png)

>>15941727

>thinks it's silly that someone will steal your ideas, example being fucking bethesda

>when it's absolutely common for chinks and slavs to just copy what's getting popular and market the fuck out of it for better visibility

>thinks it's a good idea to have devs let free interaction with your players

and that's why you have a marketing department to reign in retards like that (or simply have common sense)

only paragraph where he wasn't off the mark was the last one.


e97b7f  No.15941813

>>15941805

>slavs

>outmarketing a western dev

hahahaha

>chinks

>caring about some EULA

AHAHAHAHAHA


cb1e2d  No.15941819

File: 723a26f0941b1bf⋯.png (68.9 KB, 525x800, 21:32, ClipboardImage.png)

>>15941367

>how was your particular relation with the players?

For the most part, it was fantastic, with a twist. Community Manager may be the most abstract title in the world, but if you wanted me to summarize it, I'd describe it as "having no power to change anything whatsoever while looking like the most powerful person in the room and

influencing people because of it". Devs and regulars would look at us as some sort of combat sports type referees, able to keep people in both forums and game alike, but there always was some users who were way ahead of the pack and knew that ultimately a Comm Manager's job is just one of a moderator but with shinier stars and shinier teeth. It's pure PR, 99% of the job is looking professional and civil to other people and dealing with bad stuff in a way that leaves everyone happy, including giving proper explanation and guidance to those who get banned (since you can EASILY slip into being ban happy drunk on your own nonexistent power, which is something that must've happened to people like that Dina roastie from Mighty No. 9 and I can sort of relate to her except not really because I had the fortune of having an epiphany right as this was starting to happen, other comms weren't so lucky).

>If you had company, how did the other moderators relate with the players?

Varies wildly according to the comm's personality and temper, but most of them were just like how I described it, and the ones who had the shortest fuses were the ones who got hit the hardest. As I mentioned, some users got wise to how comms work and what they can really do against them and exploited them for their own amusement. Not just IP hopping, things got pretty personal with some comms, I was easy going enough to recognize the difference between a bad apple and some guy who really likes griefing others and always managed to get on their good sides (helps that I've always had this thing where I can relate to most people so I never got bullied or offended or anything of the sort). I think those users outlived the comms themselves and definitely had more influence in the mood of the whole game.

And this is a lesson I wish you'd learn if you're ever planning to comm manage, being a janitor or make a game with active forums or comment sections or whatever: never ever underestimate the morons that bother your userbase, because they'll eventually find out where you live and what you've been masturbating to. Your userbase, sure, most people won't do anything, but you gotta harvest the bad apples before they rot completely.

>did you ban or censor anyone?

Plenty of people. I was one of the most lenient guys though so most often it was for about a couple of days to a week, enough to make someone sit in the corner and think about what they've done but not so that they'd resent me for that.

>If so, why?

Varies wildly. Some people spammed, others posted gore, though one time I did something very irrational and banned what amounted to a twelve year old poo in the loo because he couldn't figure out that he needed to use a proper section to post his shit and I didn't really feel like it was worth teaching him. Probably went crying in his designated shitting street, still a terrible idea.

But the guys who would do terrible things to other comms, no, they had to be contained. If you have someone that you know is going to be trouble but you can't really do any legalese shit to him, you need to pacify and restrain him. Banning doesn't work, shutting down IP ranges doesn't work, only getting them to think they're enjoying some sort of privilege gets ride of them - i.e. we found a handy solution in relegating their accounts into being able to see the whole place but only posting on certain areas and only during certain hours, so that they'd think it was either just shitty servers or that he was "triumphant" as that particular (dead) area was his own reign.

>Did you personally find justifiable or were you just following orders/rules?

You make the rules, you feel obliged to comply to them. That's why proper middle management is necessary, otherwise everything's fair (again, look at how modern Steam pages are handled to understand what I'm talking about).

Censoring, though, I personally never did and at best I made joke wordfilters on bad topics so that everyone would have a laugh while still understanding what was going on. Other comms, not as lighthearted.


4c8398  No.15941823

>>15941813

>what is mobile

>what are regions

>what is precedence

kindly neck yourself


030316  No.15941842

best management is no management

t. sysop for many popular servers


37e324  No.15941847

>>15941823

After all the Chinese are known for stealing indie game ideas and well known for respecting IP. And are you seriously trying to say there aren't 900 copies of every god damn game that ever gets released as a "mobile verson" made by some retard to try to get your personal info? Are you seriously trying to say that somehow releasing some indie game first will somehow stop the literal bootleg industry?

I'm struggling to comprehend here how you think somehow your idea is so outstanding in the literal shit sea of the internet that someone will see it, put more time and effort into it to release first, all the while making the literal same game down to the mechanics that you are.


74a18c  No.15941939

>>15941727

>>15941251

Replace community managers with surveys


cb1e2d  No.15942005

File: 60692b89a7daa70⋯.png (156.42 KB, 867x1300, 867:1300, ClipboardImage.png)

>>15941367

>how was your particular relation with the developers?

Most devs were very laid back by virtue of their work schedule not allowing them a lot of time to mingle with other people - that's why they got us in the first place. Though they were cool guys in general.

>If you had company, how did the other moderators relate with the developers?

Same as me. Some were a lot closer to them though. I'd argue that it's the same kind of relationship you'd have with a fellow coworker from another department, you know each other but your shifts don't allow for much communication and when it happens it's generally water cooler stuff.

>Was there any publisher involved? If so, did you have any relation with them?

Nah, full on independent at a time when being independent meant something. We had plenty of funding for what we were doing, though.

>If it doesn't break your anonymity, can you share what platforms you used to communicate with the players?

It was mostly through forums and Steam. Some of the staff shilled on imageboards and reddit when it became popular to do so but never in the capacity that new companies do and mostly just to get people to try the game out instead of buying it proper (they were of that old guard that respected being turned down and all). You may even find us in some charts.

How about communicating with the devs? What were the advantages and disavadvantages of using said platforms?

PMs, mails, some even had external phone calls but as I told you, lots of hands-off shit. We even had a small dedicated subforum to discuss relevant shit like someone breaking the law or being a dick and the like. I can't say there's a pros/cons situation because it was just a different channel entirely.

>would you do it again?

Heck yeah, but I would also quit the same way I did after the same amount of time. Had plenty of pleasant and unpleasant memories. It's not a job for everyone but then again it's not really much of a job in the first place.

>>15941371

We had one attention whore who was immediately shut down by 90% of the community except from a beta orbiter. Don't know if he ever got laid, he probably did though. You gotta understand that this is before the #MeJoo movement and socjus, people throw the 2007 start date a lot but I would say that things only started getting bad from 2013, once it really cemented itself as a thing. Before that, you could easily get away with calling women your bitches or differently-coloured particular individuals niggers. It's like comparing how you'd treat obese people in Victorian England and 21st Century America.


d826a4  No.15942062

Community managers are PR monkeys who are there to log complaints for developers to ignore. Ever since I heard about CM's it's been bad news for games because all CM's do is block and ban anyone with a negative opinion about the game. Most of the time if there is a major problem it's better to bypass the CM and go straight to the devs. However everyone is on Twitter with blockbots now. Which means official forums and e-mails are the only way to address the issue. But then they get ignored in favor of Twitter circlejerking.

All game communities are echo chambers now. Whether it be by law or by terms of service. Honestly instead of managing the community as a whole which is a lost cause it's better to curate which communities you visit and get your information from and acknowledge rather than rely on a single monolith. The communities closest to the developers are the ones that suck the most dick anyway.

In the end as long as devs get their money from shareholders influencing their company and not live or die from the consumer who buys their product then the developers have no need to listen to the consumer.


ed1e70  No.15954791

Good thread.


796c6f  No.15955044

>>15941251

Community management is HR applied to the customer. And just like HR, it's irredeemable cancer. Their only real purpose is to professionalize/sterilize communities so that only the corporate-approved kind of fun is allowed, which depends mostly on their desired image.

Add to that the fact that they serve to isolate devs from the community so community managers can easily have their political bias influence the entire company, and it becomes not only ridiculous, but untenable.


f08e3b  No.15955236

File: f91f29a12c6f8a5⋯.png (21.33 KB, 128x128, 1:1, asska.png)

How to community managa

>Ban IPs from non-white countries and anyword that's nigger speech (thot, fam, etc)

>Ban faggots

>Ban women


c551ed  No.15955264

>>15955236

I think a complaint-based system might work well.

You make sure you have a very streamlined and easy-to-use system to file complaints, point out that you take them very seriously and react swiftly.

Then you just wait for people to file reports and ban them. Might still be worth glancing over the report, just in case it's a false positive and someone's actually pointing out a spammer or something.


80cceb  No.15955301

File: f79763a460262ac⋯.jpg (36.06 KB, 690x509, 690:509, edgeworth.jpg)

"Community managers" are not necessary, janitors are. Obviously every forum/board/etc. needs someone to ban spammers and raids, and to clean up CP and other outright illegal content. Beyond that, policing the content and quality of posts is the responsibility of the community itself, as >>15941309 said. The correct response to reddit-tier and other low-quality posts is "lurk more fag, smuganimuface.jpg" not putting some autist on a power trip so he can arbitrarily ban whoever he wants.


0447d2  No.15955310

>>15941251

Let's put it this way, If fucking Mark does a better job than any of these hambeasts and does it for fucking free, then you know there's a massive problem in the video games industry.


59dd1c  No.15956216

>>15955301

(I deleted the post because I forgot a few things, polite sage because repost)

The problem is that a community doesn't just magically get to the part where it's capable of policing content itself. Community management is necessary to engineer your community in the early stages so that it ultimately reaches that point, but sjw power trippers manage to botch things to an unfathomable degree and make their communities implode rather than properly nurture their growth. It's not fair to equate community management as a whole to those outstandingly bad examples. It isn't a question of whether or not it's necessary, but to what extent that it is and who should be the ones doing it. You can't leave a vital task like that up to people that do not have the capacity to manage an entire community.


80cceb  No.15956826

>>15956216

>a community doesn't just magically get to the part where it's capable of policing content itself

Of course it does. What you seem to be talking about is engineering a particular type of content policing by having mods to serve as a sorts of role models and nudge common posters in the "correct" direction. You can certainly do that if you have a particular vision in mind for the kind of community you want to create, but it's not necessary at all. Left to their own devices, communities will naturally develop and enforce their own sets of behavioral standards, different though they may be (see Reddit vs. Twitter vs. here).

The only time this system fails is when a sudden invasion of foreigners shows up that is too big to be policed. If the newfags outnumber everyone else, they can post whatever they want and change the local culture to their own. A good mod should have the wisdom to step in under those circumstances, but recognizing that they're pretty uncommon.


794bc2  No.15956918

>>15941299

Fuck off cunt


c45e6e  No.15956932

Community managers only need to do one thing and that is remove spam or repeated posts. Anything else is a violation of the NAP dont tread on me.


fdf382  No.15957257

Honestly, I find communities worse. If there wasn't a community, then there wouldn't be a need for a community manager. Let's be real with ourselves here, when has a community produced anything of value?


2eb0c7  No.15957288

The only time a community manager is necessary is when a game is foreign. However, this creates problems. There have been times when it's been proven that a chosen community manager wasn't doing the communication they promised to do, or communicated poorly or the wrong things. It's good when there's a direct line between a western publisher, the western community, and the Asian developers. However, it gets tricky when the publisher and or manager has different ideas or doesn't have the playerbases interests in mind.

It's far better when Koreans/Japs self-publish and then communicate with the western players as best they can, which is what Neople does with Dungeon Fighter Online. Instead of hiring English community managers, the Koreans just host streams for the English players and use their best English so everything is direct.


1d57d5  No.15967678

File: 23ce606744470ca⋯.gif (1.52 MB, 245x325, 49:65, sniper shrug.gif)

>>15941299

>Discuss the best ways to communicate with a dev to give better updates to his game, assuming he's not a little bitch.

That totally worked out for all those games strongarmed by reddit and made worse


c406ce  No.15967709

No, the less they speak to their consumers the better. It's filled with low iq trash anyway so let them have some fun atleast. Never open up the pandora's box of listening to complaints from the "community".


9982dd  No.15967973

Slay all gays


20c60a  No.15968112

File: d0328fd07bd1ee1⋯.jpg (128.33 KB, 1012x1433, 1012:1433, d0328fd07bd1ee1f627fa767b4….jpg)

>>15941251

Go back and stay back.


1d57d5  No.15968188

File: ebaad5a7755e03e⋯.jpg (247.5 KB, 800x800, 1:1, leftypol mascot 4.jpg)

>>15968112

i wanna fuck that cat


330275  No.15968197

File: 0b3285c53610c63⋯.jpg (103.74 KB, 1000x1001, 1000:1001, 0b3285c53610c63cd63e5d9c0f….jpg)

>>15968112

>>15968188

Oh yeah, now we're talking.


4b22ef  No.15968202

>>15941251

Community managing becomes more of a chore and you sometimes might give yourself something to "do."


2f7966  No.15968225

File: a30c8b2b17c17aa⋯.jpg (69.54 KB, 1000x625, 8:5, .com.jpg)




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