@three-eyed-crow said in Horror MUX:
Yeah that totally wasn't directed at you. Tho even the softer concept of 'seasons' where there are contained story campaigns and then you shift to another (with mostly the same characters) I've been on a handful of places that have done them to varying degrees of success/failure. I think there's more experimentation in smaller games than the not-so-vast masses see sometimes. This is a cool approach to it and its exciting to see it tried, tho.
I think people get more attached to their characters the more is at stake. Such as: if you've invested a lot of time to get something neat, like a sword that screams and can kill vampires, or if you spent a long time to poise that character for a position of import in the setting. It is admittedly fair to be frustrated if the wrong timing has you lose those two investments in the next 'phase', but I like how tabletop games like Pendragon and others deal with this. It gives you a sense of continuity without forcing you to think your game ends with the death of your character, even if Pendragon is really, really punitive as far as systems go. The wrong 20 in a roll can spell your death.
Conrad has tons to do (to the 'I have people griefing me because I'm RPing with someone else instead of dealing with their request' level. I know his player very well.
I have a character whose entire initial personal agenda was to fuck with Conrad. That personal agenda lasted exactly one day/night because everyone is either in it together or they'll have to be the only man/woman on the island. The inherently cooperative nature of a game where the individuals odds are bad for everyone, regardless of their concept or IC connections, is really, really interesting to see play out.
Essentially, you either build a bridge with others or you get stuck and possibly perish. Ultimately, though, I made my own fun and my character, who started out as the odd man out, made connections with people that I think are very interesting to play out.