@kanye-qwest said in What's missing in MUSHdom?:
Why do people need to be logged in to the game 4-5 days a week?
Why shouldn't they be? The game is "on" 24/7 and some folks who have nothing better to do like to play when they can.
@kanye-qwest said in What's missing in MUSHdom?:
I'm not objecting to social Rp. I'm saying some settings are damaged by it.
A solid 80% of RP on every single game I've ever seen is social RP. If you want to try build a game without it ... hey, go for it, but I don't really think it's practical. And I think that we've seen as much with every post-apoc game that's ever been attempted.
@ganymede said in What's missing in MUSHdom?:
If you're running a post-apocalyptic game, survival is kind of important. Why overlook the struggle to survive by making food and water an after thought? You may not need to force people into a harvest mini-game, but threatening the PCs' collective existence should be part-and-parcel to how the game works. If not, then, again, I think you're missing a chunk of a game that could yield interesting RP situations.
Oh I agree that the struggle to survive should be a part of the game. But I think you need to address that in a fun and interesting way if you want people to engage with it. Computer games (not just MUSHes) have been trying to "force" people into menial tasks since the beginning. Players as
a general rule hate it. They avoid it whenever humanly possible and they resent it when it's not possible to avoid. If you can make a survival mini-game fun for the majority of the population, or if you can figure out a way to make "foraging for berries" interesting, then as @Thenomain said, there's no reason not to go for it. But taking something that the majority of your game's population isn't interested in (as demonstrated by what they are playing) and trying to force them into it sounds like a recipe for failure to me.