@crayon said:
Which can be especially problematic with some MUD codebases given that the majority of them weren't really developed with any sort of focus on roleplay, writing, or storytelling in mind.
This is a huge reason why I find the prerequisites for listing a game on your site to be specious.
Okay, Mystery Science Theno 3000 time:
Jeshin writes on where text-based games fit into the bigger picture of gaming, and the powers of text as a gaming medium!
http://optionalrealities.com/the-text-based-rpg-unlimited-potential/
Oh, wow, that title isn't biased at all. I'm pretty sure that text-based games fit nowhere into Sinistar or Hatfall.
I mean, I suppose someone had to write the text, "I HUNGER." On the other hand, I doubt that counts.
The character concept competition is still underway! Submit a character idea and potentially win cash!
http://optionalrealities.com/forums/index.php?topic=198.0
Bribing the social crowd for page views and artificial friends is pretty popular. This must count as your advertising budget.
Engage in game design discussion on integrating age into skill systems...
http://optionalrealities.com/forums/index.php?topic=218.0
Been there, done that, went well but not for everyone. What's to discuss?
...and the merits of systems that gate content to preserve scarcity based on player rewards.
http://optionalrealities.com/forums/index.php?topic=217.0
aka: Economic Systems, they're the best!
Or come sign up for our first round of community mafia...
http://optionalrealities.com/forums/index.php?topic=214.0
No thanks; the community mafia posts here enough already.
...Or other games!
http://optionalrealities.com/forums/index.php?topic=210.0
Like Mushes without permadeath or automated systems? Because those are my favorite. Tell me when you get Space Trader, then we'll talk.
Tying a few of the above together: I wrote Space Trader fanfic, back in the day. Yes, really. I also wrote the start of "A Year In the Life" for SMAC where I was going to write out a short game of this from a peon's view, but got no further than Year Three before I gave it up.
That fourth link is something I'd like to hear a little bit from the MUSH community on
What, not the third link? Because I'm pretty sure that The Mush Community has a pretty solid idea of what skill systems are about, and we've played around quite a lot with age and skills, to greater or lesser extent, over the past ten, fifteen years.
I liked what we did with it on TwoMoonsMUSH where the characters live for hundreds of years, but it turns out pretty petty on a lot of other games.
How do MUSHes typically approach situations where you want to limit players' access to things like certain races or powers to preserve some level of IC scarcity
Either curate it, quota it, or let everyone have it. There is no typical answer, because it's driven by theme and what people want out of gameplay.
For example, it would be utterly stupid for someone to quota the number of supernaturals on a World of Darkness game (okay, for you non-RPGers, an Underworld game), even though by setting they are pretty rare. By theme, they are all over the place.
On the other hand, on a Dresden Files game focused around the Wizard Court (sorry, whatever it's called), having the vampire players dominate the game may throw off the intent of the game. If by game design you decide this is the case, you may have to find some way of limiting it. This isn't a horrible thing as long as you're up front about it.