Aug 16, 2018, 5:08 PM

I didn't want to derail a different thread with this and it's been a while since we had a good ol' fashioned general discussion about MUSH related elements so let's see...

I consider player buy-in for games to be extremely important. Lacking it can damage the culture early or even make certain 'different' game concepts impossible to pull off; examples include gritty post-apocalyptic MU* played like the Flintstones instead, paranoid political settings turning into combat or dating simulations, historical setups ignoring built-in faction tensions to the point characters just get along, and so on.

My two questions are:

  1. Do you agree with that premise? Is buy-in that important or doesn't it matter as much, and why?

  2. How do you get that buy-in from players to treat your game unlike others that may kind of look similar at a glance? What can you do to induce the kind of culture you want, from all kinds of perspectives; game mechanics, policies, roster or rank systems, etc.

Discuss.