What Types of Games Would People Like To See?
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@ZombieGenesis This is almost exactly what I'd be looking for.
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@Kaedric What's that? We've covered a lot of ground in this thread. LOL
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I've always wanted to do a MUSH based on The Tribe, but playing kids has always been problematic in the MU* world, and in a really gross way.
It's almost like The Warriors, only with more mature behavior and worse fashion sense.
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@Cupcake said in What Types of Games Would People Like To See?:
I've always wanted to do a MUSH based on The Tribe, but playing kids has always been problematic in the MU* world, and in a really gross way.
It's almost like The Warriors, only with more mature behavior and worse fashion sense.
I remember the Tribe! Weirdly enough, the 100 isn't so different from the Tribe. You were there. Was the whole "young adult" thing handled pretty well on the 100 game?
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@Ghost said in What Types of Games Would People Like To See?:
Was the whole "young adult" thing handled pretty well on the 100 game?
PCs had to be 18 or older, so it wasn't really an issue.
There've been various Harry Potter/Buffy/high school type settings around. Maybe someone can comment on how that worked out.
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The first Moo I played was Ansible, based on Orson Scott Card's Ender's Game book. Its grid was Battle School with the ages being 5 to 13 (TOPS. Most people stopped at 11 or 12.)
It worked as far as I'm aware. There wasn't as much relationship RP, though there were always crushes here and there. Sex was a nope, of course. Of course, a lot of us were way younger then. 11 year olds playing and such.
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There were a lot of child PCs on many genres of mushes in the 90s. While I am sure that yes gross stuff did go on I am unconvinced that it was by volume worse than anything else that was acceptable then towards female PC.
I think the 18+ is a good move to be standardized. Though you know now that I examine it, given The Culture as a whole seems to be more supportive of staff banning/booting people for "just" violating a social policy standard, maybe it wouldnt be a bad time to allow for a HS aged place, with some very clear explanations/restrictions.
I played a HS freshman or sophomore on Mystick Krewe, and never felt pressure nor was even /asked/ (which is good) for any sort of graphic or involved sexual play. (It was probably more the people I hung out with, as I know there were some also super problematic folks there too so I dont doubt there were people who would have.)
I think it could be done. But you'd need staff willing and able to do some proactive policing probably
I thought there WAS a tribe place once upon a time. Am I misremembering?
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I started to build one, but got overwhelmed with the process of doing so. I'm iffy on whether or not anyone else tried to build one.
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@mietze said in What Types of Games Would People Like To See?:
I think the 18+ is a good move to be standardized. Though you know now that I examine it, given The Culture as a whole seems to be more supportive of staff banning/booting people for "just" violating a social policy standard, maybe it wouldnt be a bad time to allow for a HS aged place, with some very clear explanations/restrictions.
If you mean places that allow for PCs ages 17 and under, there are or were a couple of places that did this. I'm okay with that for the reasons you have stated.
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@Cupcake said in What Types of Games Would People Like To See?:
I've always wanted to do a MUSH based on The Tribe, but playing kids has always been problematic in the MU* world, and in a really gross way.
It's almost like The Warriors, only with more mature behavior and worse fashion sense.
I remember wondering where they got all the hair product in their post-apocalyptic world.
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I've always wanted to play a game based on Neil Gaiman's Neverwhere or on Piers Anthony's Xanth. I think there were one or two Xanth MUSHes in the late nineties and early aughts but I don't think I've seen a Neverwhere game. To be fair, I don't look very hard anymore. Brian Lumley's Necroscope is another setting I'd love to play in but I don't see it being popular enough to reach critical mass.if I'm being honest with myself.
I've also always wanted to see a zombie survival game or a vampire plague survival game with a seasonal restart and maybe some sort of procedural generation or heavy staff babysitting to add unique challenges and an episodic quality to every new season.
I think there's an entire swathe of what I would call travel stories in the vein of Oregon Trail, Hell on Wheels, BSG, Ascension, etc. which feature a journey with clear beginning and end and episodic and recurring challenges along the way that I think would make excellent candidates for an automatic procedurally generated revolving story setup. I've always been kind of attached to the idea of automated storytelling that sort of provides prompts for players to pick up the slack, but if I'm being honest with myself it's probably not imminently practical or an especially good idea.
Also some variant of "Mafia" or "Werewolf", think Town of Salem or SC2Mafia, translated into RP Mu* form would make me very happy.
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@crayon I recall one Xanth game. You would get a number, 1-100, that dictated how strong your power could be.
I had more fun with my power 5 char who could breathe candy coating on things (trust me, hilarity) than my power 98 who could heal anything just shy of death.
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@crayon There was a Neverwhere game at SOME point because it was literally what introduced me to Gaiman: I saw a listing for it on Mudconnecter back in my youth and was like, that sounds cool, oh it's based on a book, maybe I'll read it. I read the book, fell in love with Gaiman, and then never played the MU*. It could have been a MUD or a MUSH or something else, I have no memory of those details at this point. But I KNOW IT EXISTED. Because it's the story of how I got into Neil Gaiman's work.
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@crayon I would kick puppies for a Xanth game. Or color panties. Or find what's between the Roc and the Hard Place.
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@crayon I'd kill for a xanth game or a neverwhere game!!! I have had a zombie survival game in the back of my mind for awhile but I've never been sure how to get over some of the issues (mostly involving the death of characters and how I think 'random zombie raid' would get tiring after awhile even if you mixed it up with other plots)
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@Auspice
I remember that game! I never got around to playing it, and now I have all the regrets.@Roz
Funny how that works out, isn't it? I had a sort of similar experience with the Xanth game that Auspice mentioned, insofar as I found the game, discovered there were more than three books, read most of the rest of the series that summer, and never got around to playing.@Too-Old-For-This
Same.@bear_necessities
Yeah, I'd come at the zombie survival game from the MUD side of things and had built and progged most of the stuff it would need to function on the RPI engine, but as my tastes and views on RP and coded environments evolved over time and I considered the necessity of a coder to solve some of the problems with an unwieldy engine, I eventually had to let it go. I'd worked in a lot of mechanics revolving around randomly triggered events to try and get people on different ends of the quarantined city to go out and take risks and run into each other, though. From swarms of zombies passing through to violent gangs, air drops, weather effects, military pass-throughs, etc. I think there were some serious flaws with my original conceptualization, though, and it definitely wouldn't have worked. I'm not as attached to the idea of sandboxes anymore as much as I am to games that reset frequently. -
In theory I'd love a zombie survival game.
In practice, from the ones I've played, they turn into Homemaker Simulator 3000 where people just wanna RP settling a town and shacking up together.
I feel like zombie games fall into the same category as, say, an Alien game*: they're best as a O/TT with a small group.
*With the new TT coming out, I've been trying to figure out how one would work and still evoke the same imagery and such as the movies.
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Yeah, that was pretty much my main worry and the reason I eventually gave up on the idea. I think it's probably possible to make it work but it would require some serious creativity and experimentation.
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@crayon I think the major difficulty with zombie mushes (as opposed to tabletop, where zombie games like ALL FLESH have quick character generation) is that zombie fiction is based around the deaths of major and supporting characters. The genre hinges on high danger/mortality where characters get bit, recycle with a batch of new faces, etc. I think it's fair to say that mushes are very anti-PC death. So zombie mushes have a lot of PCs trading clout on who is supporting cast, main cast, and would prefer the deaths be focused on NPCs.
I'm gonna say flat out (IMO) that because of this zombie apocalypse themes are simply bad for mushing altogether.
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@Ghost said in What Types of Games Would People Like To See?:.
I'm gonna say flat out (IMO) that because of this zombie apocalypse themes are simply bad for mushing altogether.
Considering how the game we played a handful of years back went, I gotta agree.
Apocalypse settings in general are tough because people gravitate towards making things easy/normal and a lot of people hate playing 'shortage' plots (food shortage, water contamination, illness with no medicine) which are almost necessary to Apocalypse settings.
An easy CG and being up front about things being dangerous, high risk of death, etc (then carrying through on that) would help...but right. People aren't a fan of PC death (or even injury: how many PCs on games with combat do we witness getting over a major injury within a couple days?).