@Rook said in How to Change MUing:
WoD, as an example, does not seem to lend itself to this, in fact it does the exact opposite: segregate races and characters apart in order to keep thematic secrets.
The issue with WoD is not that it does not lend itself to narrowing of roleplay. It is the age-old issue of 'game designed for one ST put into many hands'.
With a single ST, they can look at players and say 'this is how X works, this is how Y works, but never Z'. On a multi-sphere MU, this is possible, but everyone has to be on the same page. THE PROBLEM, then, occurs when staff just wants every game to be their own sandbox, while also working in tandem. Which is to say, they are lazy and don't want to write up any more than the bare-minimum for getting the game up and running.
From what I've glanced over with Changeling 2e, it has solved a small part of this problem. Rather than have all the courts of 1e re-written, they just give rules for how to make your own courts. So you can custom tailor the social structure of your own game, instead of having ALL THESE BOOKS that may or may not contradict each other (not as badly as oWoD, mind you, but still contradicting).
The fix to this is to just... literally write your own theme for how the various groups and sub-groups work together. GIVE THEM A REASON TO WORK TOGETHER. Give them history of cooperation, have specific threats that only one group can handle... You know. Active ST stuff.