@kestrel said in Heroic Sacrifice:
The former is a little harder. I agree that taking away gamist incentivisation is a good start, but I worry that @seraphim73's idea of having only 'karma' as a stat would also risk people running too wild with their character builds. I like @arkandel's idea of rewarding failure but I feel like this too is a band-aid, as it would still, ultimately, be about a system of rewards and progression. However a band-aid might be the best that can be hoped for.
It isn't a bandaid, and it's easy to see why if you look at stat-less sheet-less games; there are no hard carrots there - no XP, no gear, nothing - yet people still chase victory for basically the same reasons @faraday mention. Their characters are their proxies, and the game still rewards winning over losing.
What do you get for being successful on such a game? Oh, everything. You have access to exclusive scenes, for starters; there are plenty of "high council meetings" in MU* to the point it's almost a separate trope for them, where the Duchess and the Count meet their peers to share secrets and make decisions. You are among those who get the spotlight in public scenes, who are invited to social events and are bestowed the cool ranks.
You don't get those - as a rule - for failing. It's not a matter of attributes and dice pools (or at least not exclusively) but rather the fact that it reflects how real life works; politicians, business people and generals don't advance in their perspective careers because they are challenged but because they beat those challenges.
Books are just different because they present readers with different perspectives. In the Robin Hobb's Farseer series Fitz isn't a powerhouse although he gets his chance to kick ass, he's a character repeatedly brought down hard, and we as readers are given the chance to empathize with the measure of his sacrifices.
Something like this is not going to work on a MUSH the way we design them because for characters like Fitz, the sacrifice itself would simply take agency away from them. They would get access to fewer scenes, less name recognition, and their ability to be the catalyst of great things would be lessened since what drives roleplay is perception, and the ultimate focus of too many people is getting a stranglehold on the spotlight.
This effect isn't intentional but it's not accidental either; most games explicitly reward the latter and they punish the former.
To change it you are fighting an uphill battle. If you want a literary experience then you need to build a game meant to emulate and incentivize that, which means breaking free of traditional MU* tropes since they are doing the exact opposite of what you want, and a MU*'s culture is based on actions and not words. You can't say what you want on a post or wiki page, you need to design then implement it in your entire game, from CGen to the grid.