@ixokai said in D&D 5E:
I'm a strong believer that a MUSH lives an dies by what happens between events; finding RP when no one is doing something is extremely vital. A central, neutral city that is a portal away from whatever adventure / plot / event people go on....
I'll give you advice you already have.
The setting is almost inconsequential; it's important that it's done right and that it's picked well, but not what it is.
What really matters is execution; how it actually turns out on your grid. That starts with you - staff - being excited and letting it stir up your creative juices, because if you're not into it we won't either. It ends with everything else from the code base to the +events you run being enough to occupy your playerbase and get them involved enough to invest their own time and effort.
Nothing else matters. You can probably pick a generic fantasy realm and stick us in it, but if it's done well we'll love it. You can also hand-pick the most unique suberb idea-on-paper ever right out of beloved published material, but if it turns out to be flat and uninspired it'll be a frozen wasteland of idlying sockets.
Tl;DR - pick what feels right to you, then give it depth and a soul. The rest will come.