Kinds of Mu*s Wanted
I was idly pondering this morning what kind of mu*s I would love to see. They may not happen or may already exist. I guess it's more of what would be fun for someone to play. For me...
A Mob Style Mu*. With gangsters, police trying to get them, etc. Smuggling ringspinstriped suits, etc.
Firefly based mu*
Anything fantasy (that isn't WoD)
PS. I can probably think of more but I got sick of typing where I couldn't see. I do not like how the typing box cuts off!
Thieves World (old fantasy short story anthology series)
Book of the New Sun (far future fantasy book trilogy)
Black Company (book series of traveling mercenaries)
Guy Gavriel Kay fantasy mashup (Tigana, al-Rassan, etc.)
Don't Rest Your Head (dark indie urban fantasy RPG)
Microscope (world-building director-stance indie RPG)
Paranoia RPG (not-serious dystopian SF)
Dogs In the Vineyard
Something fantasy based, with lots of magic.
Any sort of Urban Fantasy that isn't WoD.
Call of Cthulhu!
I'd love a dark fantasy type RPG (Dark Souls) or a Bloodborne style RPG. Something dark and oppressive.
I'd love to see a dark toned mu* too but that seems more like it would need to be aimed towards a limited base over a large mu*. Lots of people seem to get attached to their chars and the likes and don't like bad things to happen to them.
- Superhero MU* that doesn't use an insane system - specific genres include Batman Beyond and X-Men as of the New X-Men era (essentially X-Men allowing for the school focus)
@icanbeyourmuse I don't think people mind bad things happening. What poisons that well is when people perceive that the bad things aren't equally applied.
A Risk-like, territory heavy version of the Romance of the Three Kingdoms.
A well-conceived political single-sphere Vampire game, nWoD2. Vampire in a foreign setting, maybe Asia.
A supernatural game where there is still undiscovered, unmapped mystery and horror.
A well structured Amber-inspired game.
Fading Suns or Dune.
@sundown i too would like to play more fading suns except without a crazy person at the helm. I was playing with making a ROTK game at one point, i even coded some stuff for it. https://github.com/ccubed/War
I think it is less they don't want bad things to happen and more they want any bad things that do to fit with their perceived story. This is the same with table top, I tend to be a non roll fudging GM so in games I run characters die, for the most part the ones the players get upset about are the more random ones, not by dice roll random but not feeling like it meant a lot to the story.
On a MUSH this is made worse by a lack of real over all story, it is one thing when your characters misery is a poignant moment in a good story. It is another when it is random scene #237 in string that only add up ot a story in your head so now it is also suddenly over.
Wow, check this out: https://en.wikipedia.org/wiki/Slobbovia
The original mu*.
Fallout, or something Fallout-ish.
Fallout, or something Fallout-ish.
I'm surprised more people don't latch onto this idea. It has the dark and visceral thing that people like, and factions and reasons to politic and social, but also just crazy monster shit to deal with.
I have been fighting going down the list of desires and asking, "How would you do this?" I've been resisting because my ideas of doing things is fiercely limited.
In the Fallout/Wasteland case, the setting has a lot of people trying to live their lives in a fairly small area. Even New Vegas was pretty small; Washington DC was big enough to explain why people would come and go regularly to allow new players to just appear. I presume Boston will be the same way.
This is the same as the small-town WoD problem. How on earth do you explain this?! And nobody can, so we just accept it as an artifact and try repeatedly to push it out our mind. It's even worse for family-tree systems.
Note: I'm not saying we should talk about this; these are just my thoughts concerning this issue. Would be happy to start another thread for this issue.
I want something set in Michelle West's Sun Sword world.
Oh, I get where you're coming from on the concept of scale. It takes some outside the box thinking and willingness to be expansionist in your design. The real world city I'm replacing with a fictional city for my WoD game, for example, I spent a lot of time looking at it, surrounding cities nearby (like LA and San Francisco) and determining what size would work, what would allow a good growth and what made SENSE in context.
I don't think it's undoable in the case of Fallout or any other genre, really. Some might be more funky than others (I've thought, many times before, about how to design the DC Beyond game I have in mind, but the scale ends up being a big issue because I can't reconcile things like Metropolis, Gotham and other cities... and I come from a background where games have entire Earth maps set up to account for movement and play), but you could come up with reasons and logic for it.
Or take some nibblet of info from the setting and go 'they mentioned this, said it was populous, but didn't show it... so let's use that'.