@The-Sands said in Carnival Row:
I don't need a game to tell me what my character should be doing. I mean, sure, that's fine when I'm playing on a tabletop and there's only one ref and he needs to keep the group moving in at least a somewhat unified direction, but for a MU* setting all I need is the opportunity to be able to do things, and Carnival Row seems to have that in spades.
You might not but most people definitely and absolutely do. What matters - a lot - to many players isn't the big picture cool stuff, the costumes, the high-end politics or the atmosphere.
The roadblock for a lot of folks is what to do when they log on. Sure, they're a cool faerie explorer in a London-esque city ripe with racial tensions but that's besides the point; what is Jane the Faerie specifically, that one character, going to be doing when she hits the grid?
Go to a bar? Sure, okay - so what are people at that bar going to talk about? Are there factions for her to join and who's recruiting? What are they going to ask her to do? What other factions does she have to fear, or hate, or want to ally herself with? What can she work towards, is there a power progression?
Settings like Carnival Row are super cool but if we're brainstorming about making a game set in that world then these are questions that need answering. Some folks are self-starters who can make it up as they go along - others, many others, need to see some playable paths in the road ahead, and they should better lead to some interesting destinations.