@de-villefort said in MUs That We Would Love To Make (But Won't):
World of Darkness is even worse because you are literally trained ICly to see everyone as a potential enemy who isn't in your click.
This is so crazily shortsighted to me. Just because there's a masque doesn't mean there isn't ample opportunity to navigate that; the tension and release, the ways character's can skirt the issue or function and negotiate if it collapses -- and, beyond the masque, the possibility that the essential issues that plague PCs - the alienation, the will to survive, the love and confusion and hatred and brief shreds of humanity they struggle with accepting/rejecting - are still available for play.
God. Fixating on the Enemy / Ally dichotomy is just so ... dry. Dull? Besides the point. A well rounded character is beyond just their allegiances or splat description - it's a matter of being creatively flexible enough to know what their motives, desires, fears and fixations are -- then taking time within a new scene, even a casual social scene, to discover 'okay, so what can happen here?'.
Giving authority to some nameless game designer / game runner to address that ... such an abdication of personal power. There's so much one can do themselves to combat character 'isolation', if they experiment.