So the image bump was broken and did little for a temporary endorsement, so I fixed it now that I have time to delve deeper. Useful. Moving on...
MotM has had a long and storied history, some incredibly strong periods and some interminable lulls. The game at present is perhaps the healthiest it's ever been, on several levels, not the least of which are the creative quality of the RP and RPers there and openness to various ideas and preference.
Digging further, the bad:
Some staff are fairly behind the scenes or absent, and there's some Venn overlap here with old players who can be difficult to engage.
The pace of RP here can move much slower than some of the biggest games, with mechanics in place to allow saving and continuing fights largely accommodating those with less time at one spell.
The csys learning curve can seem overwhelming at first. It's a system simplish to learn and forever to master, so don't be too intimidated, but it's good to accept there'll likely be a period of being often asskicked.
Some systems are archaic at this point in the hobby. Email apps, a path system instead of meet, events driven by sign up machine and bb instead of calendar. In defense of this I note simply that in most cases MotMs features predate these quality of life bits, despite being due an update imo.
The theme seems to be such that many mu*ers spurn it as shallow or one note. Which kind of amuses me in a world where tights and gothic eyeshadow are the big things. This one is silly, get over yourself. Nerd.
The Good:
Plenty of staff are active and engaged and non-hostile (an important caveat in the modern scene it seems...). Apps and requests are generally not a horrible wait, and as mentioned, the exceptional head coder is nominally in charge and still tweaking the system for balance and expanding it.
The playerbase is high quality with many deep character driven storytellers; far more than the simplistic source material tends to suggest. My writing has improved here several times through the years, so will yours. The advancement system rewards creative plot, character arcs, and moving on when the tale is told for a char.
CSYS being a system that rewards skill while still involving lots of luck yields dynamic and unpredictable combat seldom matched, in my experience, by consent based conflict or any other combat rules. The setup makes learning new tricks and trying daring gambits inherently necessary and satisfying.
There are umpteen craptons* of pre-statted FCs to learn the game and tweak to your heart's content, many with ample blank space to personalize your characterization color. Players and staff are also patient and helpful in developing a sheet for newbies' OCs when that's the preference... But take note, FCs are the easier tutorial phase!
*(scientifically measured)
Ample systems to run NPCs and adjust a character's effective power level on the fly mean compelling scene hooks can be crafted amongst just about anyone with a bit of thought. Minions, power down, slowdown, spar to your heart's content.
I've played a lot of games over toooo many years but MotM holds a special, favorite place in my heart. I always wind up back here and probably will as long as the lights are on. You should too.