@Sundown said:
See, I would've thought a mechanics, systems-heavy game would never be something I'd enjoy, but it was. I just let my friend handle the crunchy bits and I did the diplomatic schmoozing. Because on this game, the subtle intrigue play was actually finally possible.
Also, all I see when @Coin says "narrative game" is "make your own fun." Which is okay, but ultimately it's an empty game unless /someone/ runs plots in which most of the playerbase can be included. Even then, if the playerbase is fragmented, it'll end up sandboxy, with consequences not really propagating over the entire game world.
The fundamental limitation of MU* when compared to TT is that the Storyteller is a very limited resource. There will never be enough dedicated Staff to run scenes for a non-trivial playerbase at a regular basis and Player-Storytellers will always have a hard time to run anything with impact because they're players and the setting is managed by Staff by necessity, any other arrangement and the world would not be consistent.
Keeping that in mind the inevitable conclusion is that the vast majority of RP that is going to take place on a MU* is going to be social RP. Characters interacting with eachother with no direct NPC/Plot involvement. The question then becomes, how do we make social RP fun?
The approach attempted by RfK for that question was to give the characters something to RP about. The purpose of territories/influences etc were not to let players play online RISK when not RP'ng, it was to provide a constant source of recent events to bring to the on-screen RP.
For the most part it was very successful, characters would constantly RP about territory negotiations, alliances, political backstabbing etc even to the extent we'd sometimes get mock complaints of 'I don't have the time to TS because I'm too busy with politics!'.