MU Things I Love
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I love when a piece of game theme or another player's concept just falls in your lap and just lights a fire in the creative furnace. It's always something indirect but game related. Unintentional, perhap,. but I love that feeling.
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@goldfish As your doctor I don't advise keeping any kind of furnace in your lap.
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MU things I love includes players who take negative consequences for their character and immediately turn them into more story -- and immediately reach out to others -- without dissolving into tears, recriminations and blame.
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@tinuviel I mean if they aren't shoving their tears at me or other people, I don't mind if they want to have a cry somewhere. Just so long as it isn't being used as a weapon against others.
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@saosmash said in MU Things I Love:
MU things I love includes players who take negative consequences for their character and immediately turn them into more story -- and immediately reach out to others -- without dissolving into tears, recriminations and blame.
This is why I don't like any of the current Shadowrun games. Consequences aren't allowed. One of my characters on Shadowrun Seattle was arrested once, and he used his phonecall to call his decker buddy, which in turn ended up being a run for the decker. Alternatively he could have called a lawyer, or a fixer, or a number of other entities in a "get me out of this" situation.
The problem that most people would have with this is it made him "not the hero" for the moment, but rather the "damsel" as it were, and I think people in most MU*s tend to think of themselves as "THE" Hero, and everyone else as supporting cast.
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@ortallus I'd take with a pinch of salt any required consequence that removes you from play without being able to jump in with a new character. Death is easier to deal with than imprisonment, because you can make a new character and plod along again.
So those kinds of consequences, the first handful of times, should definitely have built-in (and optional) outs.
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This is pretty much what I love about playing on MUSHes. Oh sure, I may have successfully solo’d a mission to save some prisoners, but having killed half a dozen people along the way sure doesn’t help one’s sanity when you hang out with demigods.
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I tend to see IC obstacles and quandaries and setbacks as a way to create RP and break characters out of a rut and develop them more, and I used to be really accommodating of bad consequences, but I found that being too accommodating tends to attract creeps (including staff creeps, this got really bad on the last WoD game that I did not run, and was part of why I bailed). So that might be why some people shy away from that kind of thing.
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When the frustration of feeling kinda boned blossoms into an elated schadenfreude as the people you feel did the boning are repeatedly slapped in the face by the results of their bonage.
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@theonceler said in MU Things I Love:
When the frustration of feeling kinda boned blossoms into an elated schadenfreude as the people you feel did the boning are repeatedly slapped in the face by the results of their bonage.
There's a double-meaning in that.
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Sometimes it's the little things that mean a whole hell of a lot. I don't (yet) have a lot of involvement in overarching knowledge or plot, but getting a brief IC interaction in the middle of a very busy scene and staff has a shitload of stuff they're responding to, even though it's just a PC secret tie in...it's not really something I've experienced much in decades of MU* play. It feels really good, as a player, and means a lot.
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Sitting together with the rest of staff to plan a number of interesting reveals for weeks ahead of time, having most of staff running NPCs simultaneously (some handling several at once!) for four hours, and watching the playerbase lose their minds (in a good way) over the results. That was a lot of work, but the payoff in player enthusiasm made the work well worth it.
(Though I am now fully expecting a ton of IC messengers asking questions of those various NPCs over the next few days.)
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@sparks It was amazing. I brought my commoner to the Assembly and I can't say I've ever had so much fun in an event that my character couldn't even really speak at. The surprises, the reactions, everything was just so fun.
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Running scenes for players that enjoy them and have fun rather than complain about anything and everything they can find fault with. It's awesome having excited, proactive players who log on to have fun.
SO MANY SCENES. ALL THE SCENES.
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I love Staff and players that understand why you just /can't/ right now, and not only don't hold it against you, but are supportive and kind.
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Players who are happy to share the plot hooks they've been given, spreading them far and wide throughout the playerbase so that everyone can get involved. Nicely done, folks.
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A well-constructed PC playlist.
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When you're having a hard time but someone amazing comes around and just cuts through all the muck and helps you dig out from it. I don't deserve it but I appreciate it so. much.