So a couple quick comments, first I want to echo @faraday with her comment of:
Tech is not the only answer, but I wholeheartedly believe it is an important part of the solution.
I think we should remember that tons of people aren't RPing in google docs, or an MMO client or some random chatroom or something because they think it's the best format for roleplay. It's just easy and accessible. There's an awful lot of good people that could be amazing game runners, but they both know running a game takes a tremendous amount of time, and even if they have that time, the initial investment of effort into setting it up is huge. Game in a box is the best counter to that. Most people aren't going to create a game unless they can do it as easily as they can open up a google doc or make a new server in discord, and what a MU format offers to make it worth it past that has to be pretty clear cut to people.
I think it's important to also realize that our hobby is really driven by enthusiasm and how willing people are to pour their creative energies into it. So games tend to have sudden bursts, as an idea takes root and everyone is excited by it, pours into it, and then tends to move on, the same way tabletop campaigns can build and wane. It's important that game setup is simple and easy enough so people that have that excitement can capitalize it, and not run into factors that stall it out. Ares is an excellent step in this direction.
@Thenomain said in Getting Young Blood Into MU*'ing:
Just ping @Apos to give his top, mm, three to five things people should do or not do. Or one. I have confidence he could get it down into one.
We have a lot of people that have really different ideas of what they want out of games, and not everyone is going to be entirely honest even with themselves about what they want. I think with some people coming up on 30 years in this, most of you all with more experience have seen what makes healthy games probably more clearly than I have. But I think we could sum things up as like:
- A safe, friendly environment that's welcoming. Feeling like a friend won't be creeped on if they invite them to the game. Being able to establish boundaries that are respected. Creating an environment that players feel comfortable in, and know they won't be abused.
- Respecting the time and effort of everyone involved. It's a collaborative hobby, everyone is investing their time in it. Fairly recognizing it, never being dismissive of someone's contributions however invisible it might be to others. Whether someone gets into a game or stays in it often just comes down to whether they feel their time will be respected, or if they'll get invested only to have someone stomp on it.
- Facilitating story and people finding RP. Creating an environment that makes it feel rewarding to be proactive and get stories going, where people feel comfortable reaching out to others. Whether it's completely organic of happenstance or whether it's ooc contact and building, there's healthy ways to encourage this and unhealthy blocks that have to be pushed back against.
These are pretty fragile things. If someone isn't invested, a single bad experience will usually sour them. If someone is invested, they could become very soured and become an active detriment to the game environment that's makes it unfun for other people and kills the environment.