@apos said in Favorite Minigames:
Definitely correct me if I'm wrong since I don't want to misrepresent your position, but it sounds like the objection is against anything that represents alternate advancement because it undermines the focus on RP by getting people invested in some kind of progression for characters that aren't narrative/story focused, in a video game-ish way.
That's a fair assessment. And it's definitely a style thing. Again, I'm really not trying to cry 'wrongfun' here on anyone. I realize that the consent-based narrative style of RP is a dying breed in MUSHland, but that's the kind of MUSH I "grew up" on and that will always be my ideal. (Which may seem ironic coming from someone who designed skills and combat code, but I see those things as necessary evils for my game-running sanity.)
But anyway -- yeah, things like checkers or BSG pyramid/triad code would be harmless diversions. I'd rather just wing it, but if someone wants to use it in a scene it's not going to send me running for the hills.
The systems I dislike are ones that supplant the story, get in the way of telling stories, or limit imagination in ways that I find a hassle. A few examples:
- As @Lotherio mentioned, I've been on several games (including SW1) where people were so focused on the trade/economy minigames that it supplanted RP. People were off doing code-y things and just not involved in telling stories.
- I've been on games resource management systems that got in the way of telling stories. "Oh I'm sorry, I know you have this really cool plot idea involving finding some meds, but you failed your +scavenge roll so sucks to be you..."
- Some folks have mentioned outfit code. While I don't have an issue with this as an optional system, I get really annoyed when I'm forced to +buy and +wear crap just to avoid my character running around naked. It's a hassle. It adds absolutely nothing to the game for me and it's just a drag I have to worry about.
Now as @Arkandel mentioned, some of this is down to crappy minigame design. But that ties into my other issue with all of this...
MUSHes are run by hobbyists. Players now not only expect these volunteer admins to be their personal GMs, constantly feeding them plots, and interpersonal-conflict mediators, but now they also expect them to be expert game designers building fun and engaging 'minigames' (and coding them, too, of course)? Look at some point enough is enough.
(ETA: This isn't a knock on game runners who want to do these things. More power to them. It's the player-side expectation that grates on me and again has led to game-running burnout for me and others.)