@thenomain said in What's missing in MUSHdom?:
@nightshade said in What's missing in MUSHdom?:
As far as affecting the setting, I’ve never needed tools for that, just permission from staff.
This is a sandbox. Make your own fun and leave staff alone.
...What?
Do I have to spell it out? It's tedious and I didn't think people are that dumb, but okay.
If a game is advertised as a sandbox (directly or indirectly), there is no sense in asking staff for any sort of help in "making your own fun." Which is the case with most games, ever since people concluded metaplots/staff-run plots shouldn't be a thing anymore.
If the game is advertised as "make your own fun" then the staff is just janitors. They won't support story or help you affect the world. In fact, they will do their best to get rid of you, unless you're their close friend. Maybe they'll approve your PrP once they make sure you won't do anything too creative or fun.
So the game becomes fractured into sandboxes of separate groups of people, instead of a shared world. What one group does to affect the world doesn't propagate to the other groups. Therefore, trying to affect the world feels pointless, which makes it feel pointless to play.
This is particularly acute when we talk about vampire spheres. In a sandbox, there's absolutely nothing to support their theme - political, occult, whatever you choose. Not in a way that propagates their actions to the rest of the game. The really dumb thing is that there are functional systems for more than just social play, in those LARP-oriented books. You wouldn't even have to reinvent the wheel, just apply it. There's a reason why they wrote those for settings with lots of people, unlike a small tabletop group. Because vampire doesn't work otherwise.
If you're complaining that WoD games end up being social MU*s with RPG elements, give them other elements
I don't think you know what I was complaining about, no. I can with absolute authority say that "do something different" is easy to say but hard to assure, especially if players are going to default to the same ol' same ol'. I've seen many games use that default as the basis for their systems, which makes sense to me, but saying, doing, and succeeding are three widely different things.
RfK. Arx. How come players haven't defaulted to bar RP there? Cause they have shit to do!
You were complaining that players always ask for the same old thing, which rubbed me wrong because I've spoken out time and again that I want something different. Not only I, but other players have obviously spoken with their feet, flocking to the games that aren't the same old thing. (If you're wondering about my adversarial and aggressive tone, this sums up why.)
So fuck your absolute authority. Arx. RfK. Two examples that clearly speak differently.
Or not, keep making sandboxes that fail to engage.
... What? Darkwater: Engaging. Fate's Harvest: Engaging. Some people find
Reno engaging.
Yes, some people. Meanwhile RfK died under the avalanche of interested players. Meanwhile, there's ~400 people on Arx. Let's not wonder why and what the difference might be.
Wouldn't it make more sense to create several such games, so that players are more evenly distributed across them, and there's more variety of settings and themes to choose from? Instead of having RfK implode from too many players, or Arx losing staffers because they just don't enjoy a game with such a huge population.
Wouldn't that be a better thing for MUSHdom?
So I'm wondering what conversation you think I'm having, but I don't think it's the same conversation that you're having.
That just means you didn't even consider what I've written. It doesn't fit what you already know, so you dismiss it.
I could simply not understand the conversation you're having, but as of now I don't find it engaging and so I'm disengaging.
Keep doing what you're doing (again, general you), I'm sure players avoid those games for totally silly, stupid reasons.
By no means bother to listen to a different perspective.