So I was having a conversation with a MU associate this weekend (I don't have friends) and the conversation sort of evolved into discussing the state of games and the swelling of some games, the struggles of others, you know the usual sort of banter we get into.
I made the point of stating that one of the biggest hindrances to the growth of MUs is the lack of activity, whether it is in the form of storytelling plots, general scenes, or simple 'things to do'. This was countered with the statement of how players need to have their own motivation to do things. Round and round things went, as has been hashed by many of us.
My question is this. What tools would players need to be able to run story for themselves, meaningful story beyond just BarP? I see from some posts and statements that people want to be able to impact the world their characters are in (I see the growth of Legacy boardgames as an extension of this mentality, being able to impact the overall environment). This is what I have so far, I'd love to see some criticism, collaboration, or general ranting/raving in regards:
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Easy to utilize 'system' for running stories that includes the capability for the player running to participate as well.
a) Such a system would need to deal with success and failure. What happens when the players fail to accomplish the goals? Does anything happen? Does that change the world as well? -
Pre-written story leads to help start things rolling when there is a lack of organic ideas.
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An ongoing measure of impact of player action / inaction. In other words, if players don't do things does the story continue to advance? If the players don't investigate a fire does more shit burn? Is that a beneficial approach?
With those basic questions, is this an approach to pursue, and if it is, how would one do it? I know I've grown bored with games where I lounge RP around waiting for a staffer to maybe run something, but then gets pissed off if it disrupts their sandbox when you do something on your own.