@Glitch said:
@Arkandel said:
Again, you (the generic 'you') are free to do what you wish with yours. I'd never discourage someone from running their own thing, there's nothing wrong with that.
You did say do what you want, but that was a throw-away at the end of a long argument expressing exactly why they shouldn't.
No, but I did present an alternative to my long argument, advising that perhaps a niche game better fits a Skype campaign (or the like) instead of a fully-fledged coded MU*. Approximately the same effect for a fraction of the investment.
What does that even mean?
Do you have trouble with is too?
I don't think sarcasm is warranted here. Asking you to define what 'should' means in the context you presented is a legitimate question; does it mean for example most players ought to give new mechanics a chance? That they should care more about the system and enjoy it as part of the games they're playing? That you think people already favor such systems more than I believe that they do? Were you, in other words, claiming people's behavior towards mechanics needed adjustment?
If anything people should try to have fun.
Look, you found a meaning astonishingly close to my meaning in the very next sentence.
Again, misplaced sarcasm.
If people don't care about mechanics, but instead care about having fun, enjoying a good theme and finding roleplay with new people and friends, a new system won't be much of a hurdle. It'll be more of a hurdle for some, but that's hardly a reason not to do it.
Existent systems is already a hurdle for many players. We're going back to empirical evidence here, but many folks I've spoken to didn't even want to delve deeper into mechanics they're already a bit familiar with and have been using - in some cases - for years, let alone care to try on fresh, radically different ones for size.
In fact my impression of what's popular is many people only care for the part of the mechanics which describes their characters' abilities (can I turn invisible? turn into different creatures?). Obviously I could be wrong, and there's no way to prove it anyway.
It's alright to value different things. I place great value in being able to play with more than the same 2-3 people I have been all week because no one else is logging on. I find no inspiration in that.
See, this is the worst part of your argument. You say people can do what they want, but you spend a lot more words saying how they shouldn't (or asserting something so you can imply it without having to use the word should). Or, like this comment, say it's all right to value different things and then immediately offer a backhanded reference to what you "greatly value" that, shock of shockers, implies otherwise.
Those are my priorities. There are folks who wouldn't care if they only interact with a relatively small group on a consistent basis, or build a MUSH with a limited time horizon (say, running metaplot with a strictly defined end-point and shutting the game down when the story is told). I would have little interest in that, which is exactly what I said.