May 3, 2016, 1:34 AM

Obviously most tabletop RPGs were never designed to handle 30 people crowded into a few rooms. But that's what a lot of mu*'s have to deal with. Not to mention a more accurate description is 30 people in separate rooms all over the world trying to communicate.

I don't think it's viable to slap a tabletop RPG into a mu* and call it good. On the other hand, you have games like Road to Amber which went IMO totally overboard in the other direction.

What rules, either formal or informal, do you find yourself adding to make mu* games run in a somewhat sane fashion? What would make your ideal mu* RPG?