Really, you could kind of think of each comic book writer as an individual player with all their titles kind of competing with the other titles for which characters they can use and who they can kill off and what giant changes they can make. And the editorial team is the staff trying to keep everybody playing together in a manner that is generally collaborative and matching with the overall theme and narrative of the universe. :P
I'll second my experience that Mudconnector is dodgy at best. I'm not sure of the algorithm that the site uses but the cached activity reports for games seems to be highly delayed. But its still possible to find some interesting places if you have the patience for sorting through things.
I was discussing MUSHes with someone who plays both MUSHes and MUDs and they were commenting that the majority of MUSHes do not use nWoD softcode but the majority of nWoD text-based games are MUSHes. Would that be accurate?
I don't know if this is still the case but there used to be very large WoD games that didn't use any kind of mush at all. I'm blanking on the server type at the moment. IIRC these games had thousands of players and were real-time, but maybe more like IRC than mush.
Godwars and VampireWars were based on the WoD settings. But they were hack-n-slash muds, not really role-playing games.
I know Chrome has a built-in tool in their source viewer/element inspector where you can view your design on different devices right within Chrome. I'm sure the other browsers have something similar either built-in or through extensions. Might be helpful!
I work in marketing, and if there's one thing I know, it's that everyone looks at everything with their mobile devices nowadays. When I'm super engaged with something happening on a game, I queue up logs in different tabs on my phone for my subway ride to work. Strange as it sounds, it's a tool to keep players engaged.
Try connecting to a system you've never worked in before and learning how to do this. If you are a MUSHer with zero MUD experience, connect to, say, a Diku and try to find out how to talk, pose, etc. This learning experience works better if you pick something as far from TinyMUD-derived as you can.
I would say that being a coder or knowing mushcode does not make you able to modify ajobs. Ajobs is a beast of a thing that doesn't like to be messed with. Even if you do know mushcode and are a veteran coder to boot, Ajobs will chew you up and spit you out. That's how annoying it is. Really, the only people that know Ajobs are those poor souls who for whatever reason bring that soul crushing hell upon themselves willingly and work through the code.
I cut my teeth when I first began coding "seriously" (as seriously as I do anything mu*wise), on features for aJobs.
I dunno, I liked owod Paradox. Paradox flaws, weird shit happening, etc. It wasn't some abyssal nightmare come to devour your soul blah blah blah so fucking serious. It was "So you think you're better than everybody else? HAW HAW SUCKER!", writ small or large, the very ideal of being punished for hubris.
Plus I got to do stuff like pushing a ritual to try and create a theoretical artificial Node construct to the point where if I'd fucked up on the final roll I'd have generated like 50 points of Paradox or something. Enough to obliterate me, my house, probably most of my block, and create a Paradox Storm over most of the city.
I didn't fuck up the last roll (barely), but I sat there staring at my screen with my finger hovering over Enter for probably five minutes or so because of the tension. And even so, pulling it off punished me something fierce, and only through a loophole did I avoid like 5 levels of permanent damage. Crazy, fun times.
When I make rules about game-mechanicy stuff (like the one that spread everybody's points out, or whether or not we have chocolate in the world, or the tyrannical building policy) I am open about it, chat with people, often ask them to make their opinions and preferences known (unless, like with the building policy, I have no intention of heeding those preferences) and heed said preferences within what I think is reason, and explain my reasoning when I announce the decision. These things become 'rules' which are documented. Weirdly, as all-above-board as that is, some folks /still/ thought I made that sheet-nerfing ruling to benefit a pal.
When it's player-conduct stuff, there are only a couple 'rules' and while it's more detailed than "don't be a dick," what's written makes it clear that you don't have to violate a written rule to get removed from the game. This kind of thing ends up a private discussion. Of course somebody's gonna think it's unfair a lot of the time, that being the somebody who got the talking-to and his friends to whom he misrepresented the conversation. But I have no idea how to minimize that effect without making a situation where fucking up not only means you get a boring conversation with me, possibly a temp ban, etc, AND get embarrassed before the entire game.