@HelloProject said in Serious Question About Making A MU:
Okay, so we're a bit separated from my old far too fucking ambitious MU thread. A whole year away from me going through therapy and finding purpose and all that random stuff. So I've been thinking about things, regarding MU creation.
So, let's say that you don't really desire a combat system, or if you had anything, it would probably just be some simple dice for emergencies. This isn't really a part of the question, but this is just saying that combat system isn't a factor in my question at all (I know this isn't a popular idea, but it's my preference for this).
Now, let's say that you write up every single room desc, game file, and pretty much everything in Google docs, and you're like, "Man this is basically a fully formed MU".
What next steps would you take here?
WB.
From a technical perspective, if you have descs, news files, etc finished and do not believe you need more than minimal code, much of your game is finished. You need hosting, to pick a codebase (but without code requirements, any of them will work), and go through the varying levels of linux fu to install and run that installation, the effort of which will depend on which one you pick. You don't need all the features, but I believe Ares has actual install images, and will also cover whatever 'casual' code you need (and can handle combat if you decide you want that), so it might be a good choice. Also @faraday is a helpful person.
From a more game design and management perspective, beyond what people have mentioned about staff, you have to think about intended play. You have ideas, but what do you intend for your players to do with them? What characters will you expect them to make, and what will there be for them to do? MUs are social, and often work around orgs or factions of some sort, even if they're not opposed: families, guilds/professions, military branches, etc. Do you have plans for these? Will players run them, or will staff participate? Same for plots: scale, PRP vs. staff run, etc.