Jul 13, 2016, 2:38 PM

Just to not completely derail another topic ..

Its come up here that if Staff or STs or some other official type person on a Mu* isn't running things, players leave a Mu*. Just the way it is, nothing to do so they lose interest.

I am of the mindset that 'nothing to do' is more on the player than staff.

Personally, I think creating a game, creating theme, should be the ground work for inspiring player creativity to go out and do things. There should be potential for that to change the world (affect the meta), but affecting global scale (whatever scale the mu* is, be it a small village, a city, a nation, a galaxy) shouldn't be the goal, having fun RP should. I think staff should be available to quickly answer a page, 'yes have fun', or 'that will break the world'. If the latter, staff should say yes, do that, but this is how the world reacts (police show up, government military, etc. etc.). Less 'no, that will ruin 'my' meta'.

More and more the Mu* seems to be heading towards OTT, players need regular adventures and plot from staff to do things. Now, I come from a large metropolis (its in the top 40, not big by actual big city standards, but plenty of people regardless). Its not hard to find a TT game, its a matter of clicking with personalities. I think MU* is more for getting people together to find others to play with.

The only inverse to this idea I've heard so far is that a player then comes to ask staff what's going on with X, Y, or Z, which is player driven plot, and its a headache. I really don't see the problem with staff then saying, that is player P's plot, lets check with them real quick. Staff can react for the world after seeing a log or hearing about a plot easily enough with something like a BBpost as needed.

I think having things to do is more on the players, and this is only damned by staff that have restrictive policy on what players can do without needing divine (staff) intervention prior to doing anything.