@surreality said in What RPG SYSTEM do you want to play on a Mu*?:
People have to acquire books and learn a truly staggering number of nebulously worded mechanics that can be interpreted by reasonable people in a variety of ways and house-rule the hell out of a great many things to clarify, let alone adapt.
See, what I meant was that the adaptation would substantially narrow the scope of what each power could or would do. Specifically, I was thinking that Vampire could be adapted to FS3's mechanics with a lot of tinkering.
Why the hell would I want to do that, right?
Because the World of Darkness is an interesting concept and setting. The Vampire world presented in Old World of Darkness has all sorts of lovely permutations in it.
Sure, there will be purists who will scoff at how limiting that might be. And there will be people griping about how all of the intricacies and nuances of powers like Dominate and Presence may be reduced to mere bonuses to actions. I get that; I do.
But these are pretend-fun-time games. That's the strength of MUSHing, and what separates it from MMORPGs and MUDs. We have to presume that players are going to be interested in playing make-believe. And, if that's the case, all that you really have to do is describe what a certain level in Dominate or Presence can allow a character to do and create a mechanical roll for it. Faraday's code does the second part very well, so all that matters is how well one does the first part.


