@Ghost said:
I don't care what the game is or what setting it is, and I'm doing my best to not sound like some bitter Grampa type when I say this, but I've come to realize that a grand majority of the MU habit is roleplaying relationship simulation. My main advice for anyone starting a game idea is to understand this. Most of your players will focus on some form of relationship arc storyline as their personal baseline, and unless they want to roleplay a character death, will choose IC actions based on their OOC RP desires to avoid having to rekindle or reset their relationship roleplay. A large number of your players will be making IC relationship plans via pages, come into chargen with an already established plan to have relationship RP with another player's character, or will put the game onto the back burner if they fail to find relationship roleplay and are getting it on another game. Because of this, most players will avoid consenting to death, assassination plots, or risk of character loss unless it is predetermined that the outcome will allow them to keep their characters. These players do NOT want to lose their RP with their IC/OOC paramours, because if their character dies and their new character hooks up with the widow, players will call foul.
I can't say I really agree/accept this like others have. I still think the staff sets the tone and the players follow.
And casual observation of the MSB-adjacent MUverse bears this out. If the overall desire for most people was to simply have their relationship RP and avoid at all costs anything that might threaten it, you wouldn't see the non-consent dominated WoD-playing population. Firan would not have been a popular game. SC, which gets (I think mostly erroneously/as a result of misinformation from Cirno) portrayed as a 'marriage simulator' was a game mostly about violence with a lot of PC risk.
So I'm kind of confused how all of these things can be popular or successful if all players desperately want to avoid them. Even on our recent example of Realms Adventurous, which definitely suffered from the problem, there were plenty of people willing to go out and fight and die (and people did!). The new staffers who took over the game wanted to make it more cuddly and friendly... and they lost some non-insignificant portion of the playerbase.
So the idea that everyone wants a safe, consensual cuddlespace seems dubious.
What I'll grant, is that there certainly are a subset of players who act exactly as your post describes. The new G&G regime in RA are those sorts of players. There are also plenty of games that are created quickly with nothing more than a thin veneer of theme to satisfy staffers who are the sorts you describe, which invite other people to join in and end up only having that kind of RP.
But I absolutely do not see this as a universal norm. There are plenty of people in this very thread saying they want more bite to their game, and asking @Packrat to provide it. If you build it (and support it thematically), they will come, and all that.