What Types of Games Would People Like To See?
-
@Ghost said in What Types of Games Would People Like To See?:
I would love to see a Dark Ages vampire-only (so Vampires and ghouls) game.
This might actually coax me into Vampire again.
-
@Ghost
Only if it doesn't require thesis-level knowledge of the actual Dark Ages... -
@Bobotron They were called the dark ages for a reason, we get to make whatever we like up!
I think a dark ages setting might actually get me to try WOD
-
@SG
That would be ideal, but... waves hands emphatically back in time to arguments about realism in Arthurian gamesFor myself? Now that I'm actually going to try to get back into MU*ing heavily, since we're not going to be moving and I don't have to worry about that.
- A modern Masquerade game using only Vampires. Would love V5 but that takes some extra work.
- A lighthearted game stealing liberally from Gundam Build Fighters, with no stakes other than TROPHIES AND PRIZE MONEY and PLAMO!
- A game in the vein of Brawlhalla or Smash Bros. but without the 'multiverse' or 'video game characters' angle; basically a 'fighter' MUSH with soft fighting mechanics, and perhaps stealing a beat from Thor: Ragnarok with gladiators eventually rebelling against their masters.
- A good Transformers MUSH that did the war thing rather than the ones that are currently out there.
-
@Ghost said in What Types of Games Would People Like To See?:
I would love to see a Dark Ages vampire-only (so Vampires and ghouls) game.
There WAS one for a year or so, on... not City of Hope, but the semi-clone game. It ended, and there were talks of another setting happening sometime, not sure if it's gone anywhere.
-
@Jennkryst
Are you talking about the mini-MU* one on Tempest? -
@Bobotron Maybe?
Is that the one that has Prospect: From the Ashes, and like... 6 other games, all on the same database?
-
@Jennkryst
Yeah that would be the one. It started out as a Dark Ages game, flopped as a Dark Ages game, and then became a 'Vampires in the modern world in a city with a Dark Ages theme park' Anarch-controlled city... and that never attracted players either. -
@Bobotron Er… no. City of Hope did that, with... Idlywild, or whatever. But the other not-City-of-Hope,-but-still-Prospect did a Dark Age offshoot, too. Which stuck around for longer, and added Wraith for a bit (I was going to do all the job stuff for DA: Fae, but there was no one able to do PLOT for them, so it vanished)
-
@Jennkryst
Ahh. DIdn't know of that one. The only multi-MU* one I knew of that was DA was the one above. -
@Bobotron Finally found it. Dark communion, dc.muxnexus.com 5555 - it's pretty much a ghost town of Barcelona, no idea if anything happened since I stopped logging in after I put in my vote for 'ancient Egypt, yus plz'
-
Star Wars based on FFG's system and set in one sector.
Timeline set between Revenge of the Sith and ESB. Everyone is trying to get to grips with a galaxy turned on its head. The Empire is consolidating power internally and externally. Rebel Alliance is just starting off. Maybe separatists are still fighting here and there.
No FCs or only FCs as NPCs for the specific purpose of driving plot. No pseudo-FCs that consistently drive MU*-wide plots. -
@falsgrave - I would love some Rebels era Star Wars. Those early days, when the Rebellion has no central base or huge well-known heroes; there's just a loose network of cells sharing intelligence and resources. Where your information of viable targets in your home system comes from a faceless, anonymous operative going by Fulcrum. Like the first season or so, when the Ghost crew are based pretty entirely on Lothal, with no contact with other Rebel cells, save for information funneled back and forth by Fulcrum.
People might OOCly know canon FCs are involved—that Bail Organa and Ahsoka Tano are the ones who started Fulcrum to draw disparate little uprisings together, that the first Fulcrum was Ahsoka herself—but those facts would never need to come out in game; all they'd know of Fulcrum is the periodic secured transmissions giving them new intelligence on Imperial movements and goals, to inform their own operations.
If you want a little more flexibility as to cell operations, you could bump it a little further, to where a particularly well-equipped Rebel cell might have an aged frigate like the Phoenix cell's the Phoenix Home, a flagship from which smaller ships can be launched, giving them freedom to conduct operations in an entire Sector rather than a single system.
If all of the PCs were members of a cell, you have a ready-made excuse for every PC to interact with every other PC, and for any combination of characters to go on various missions. But they could still have widely varied day jobs outside of their actions for the cell; this one pilots a shuttle between the orbital station and the ground shuttleport, that one works an industrial job in an Imperial manufacturing plant, this one is a local peacekeeper, that one runs a bar or restaurant where off-duty Stormtroopers like to hang out and are sometimes a little too loose-lipped when they've had a couple of stronger-than-expected drinks...
-
@Sparks I love the cells ideas. It gives the PCs a lot of agency as opposed to a formal and organised military-style faction that you see in post-ESB Rebellion or NR factions.
There'd be a lot of interesting conflict within the Imperials as well. Rebels takes place roughly 14 years after Revenge of the Sith. There'd be the conflict between the Clone Wars veterans or even veterans of the Old Republic military forces and younger officers. The older officers will still remember what the galaxy used to be like. Perhaps they believe the Imperial propaganda, or perhaps they have doubts but are smart enough not to voice them. What happens if an ambitious junior officer realises his CO doesn't believe in the Empire. One trip to the ISB or morale officer and there'd be a nice empty spot above him.
Imperials would be mainly based in a garrison on a planet. There would be lots of scope for interacting with the Imperials from supplying them with goods or parts or having a job on the base. There could be a squadron of TIEs attached, and a couple of AT-STs and a secondary RP location of a capship for when the Rebels get active sector-wide... -
@Sparks said in What Types of Games Would People Like To See?:
The Secret World
But what about, e.g., The Secret World?
Also: How in the world would you do this on a Mu*? The amount of staff support required sounds astounding.
-
@falsgrave said in What Types of Games Would People Like To See?:
@Sparks I love the cells ideas. It gives the PCs a lot of agency as opposed to a formal and organised military-style faction that you see in post-ESB Rebellion or NR factions.
One thing I've seen is that if you have some shared thing between all the PCs, it becomes far easier to reach out to others and include others. If everyone's serving on a single ship in an SF setting a'la BSG, if everyone's in a single mercenary company, if everyone's in a single Rebel cell, etc.
If you all folks have in common is "you live in the same city" like the average WoD game and such, then it becomes really, really easy to splinter into a bunch of different little sub-groups.
So not only do I like the Rebels-era setting, but if everyone's in a single Rebel cell there's a ready-made excuse for them to interact. No "okay, what do we have in common to RP about" questions.
-
@Sparks A Nebulon-B frigate is tailor made for this concept. And the canon has been adjusted so that they've been in service since a few years after the Clone Wars ended and were a popular ship base for Alliance cells in the early days of the Galactic Civil War
-
I keep thinking about a Fading Suns game and have a few ideas, esp now with Ares! I think what makes me the most hesitant is how to control numbers to make an active game with lots of GM/staff attention since I think at the very least that would need to be capped at a certain number of participants and I would probably want a 1 PC per player thing. I am def keeping my eye on the games lately who restrict slots to see how sustainable that is long term, and I am kind of curious as to how one arrives at that number.
-
I love the idea of a Rebels-era Star Wars game, and would love to play on one. Having been part of the last time one of these was attempted (Fires of Hope), I would agree with @Sparks and strongly, strongly urge anyone running a game like this to focus on one faction and really, really closely tie the PCs together. Characters on FoH started out very tightly focused on a single Rebel Cell and explicitly-linked Indies, but they spread out quite a bit through the brief life of the game.
As much as I would love to play the Imperial side of a Dark Times game, I think that you're going to want to focus both the playerbase and Staff attention on a single faction.
I also agree with @JillBioskop and @Sparks that FCs should be kept out as NPC quest-givers.
-
@mietze - Honestly, if you need to constrain playerbase size, just do what Spirit Lake did, and close applications (and character creation) after you hit a certain size. Lots of people will fall off again fairly quickly to try the newest shiny when another game opened, and once that happens and you have your core playerbase you can decide whether you've got staff power to open it back up.
Closing a game to applications isn't always popular, but if you don't, and you do intend active GM'ing... gestures silently to our playerbase size on Arx, and resultant backlog of GM requests