Jul 22, 2016, 2:25 PM

@Thenomain said in Making a MU* of your own:

@Sunny said in Making a MU* of your own:

I always, always try and build-with-a-group.

Yeah, but your anecdote is one about you. The group, because you. Letting in a trickle, because you.

I'm sorry, I'm not intending to point out anyone as an example, but what I said wasn't about feeling good about being staffers and building a game with care and deliberation. Do it that way, sure, whatever, but that's not the direction I was going in.

Masquerade, Dark Metal, Haunted Memories, The Reach, these are games that started about players. Let's open before we're done, because players. Let's cut corners, because players. Boom, kapow, splat, staff forced to build things on the fly because players, players having to take up the slack for staff because players, we're all in it together because we don't exactly know what the hell we're doing or what will happen when we're done with it. Organic. Messy.

Involving. And involving means invested.

I have some thoughts about how to do this without losing control (hint: Barf Forth Vision) but, nnrgh, Sunny, your explanation sounds so sterile. Not in a bad way, which is why I apologize for using your post as the one I grab and run with, it's just ... there.

I don't care what you believe. Just believe. (A corny line, well-delivered by Ron Glass.)

How high are you right now?