@Darinelle said in How much plot do people want?:
- GM Buy-in
- Player Buy-in
- Communication.
- Trust.
I like telling a story together. It's my favorite part of MUing.
Yes. Just, so much all of this. Nicely put. As to your post a bit later, I think that "world-changing" doesn't have to mean that the whole world is changed by your actions, just that some corner of it is. That's a big part of why I play, for example: to see the impact my characters make on the world and on other characters (and the impact that the world and those other characters have on them in turn).
@Sparks said in How much plot do people want?:
I would say that having a concrete goal for your character is also key.
I think that this is spectacular advice for ANY character on ANY game. It doesn't even have to be a goal that they can achieve. In fact, in many ways it's better if you have one overarching goal that you know they will never achieve, with micro-goals beneath it to let them (and you) feel like they're making progress toward that main goal.
You don't have to have a goal at chargen, sometimes it takes some time to figure out what your character wants to do (or what you want your character to do), but having a goal to work towards helps so much in making sure that you aren't stuck in neutral with just bar scenes to keep you busy.
I also don't think, as @Arkandel mentioned, that your character has to be laser-focused on doing a single thing... but having an overarching goal that they are working towards can be incredibly grounding when you're flailing around, not sure exactly what they should b edoing.