@groth said in MUs That We Would Love To Make (But Won't):
@kanye-qwest said in MUs That We Would Love To Make (But Won't):
"Coffee shop" rp (AKA rp amongst yourselves) should be at least half of your rp on a game. Otherwise, you probably aren't roleplaying a character so much as playing the world's crappiest video game.
I make something of a distinction between what we could call 'social rp' and 'coffee shop' RP.
To me social RP is primarily about getting to know the other characters and exploring the interactions they have with my own character and the enjoyment I derive from those interactions is often the primary reason I play MU*.
However 'coffee shop' RP often takes place in a literal bar or coffee shop and has a habit of leading people to the most boring interactions possible.Often the RP is just rote poses about ordering/consuming whatever and talking empty platitudes. It's possible to make these scenes interesting(The article linked in this thread is great) but it takes more effort since you have to break the pattern and introduce something the rest want to interact with.
I'm tempted to suggest it might be good policy to not have any generic bar/coffee rooms on a game grid as a way to guide people towards doing something more interesting as their 'default' scene.
But then you're isolating out people who /do/ like that 'boring' coffee shop play. I know a lot of people who do like to go to a bar or restaurant or whatever and chat about nothing. Not everyone wants to do scenes all the time that has some big purpose. sometimes they spent a whole day doing a thing that has a purpose (push plot along and so on) that they just want to go have casual play that likely will do nothing more than have them meet new people/hang out with people just because.
It really just comes down to letting people play what they enjoy (provided it is within the theme of the game) and directing them to people of similar tastes.