@Arkandel said in Historical MU*s:
@Lisse24 said in Historical MU*s:
I think any game that is depending on staff to create all the Things to Do is ultimately going to fail. I just haven't seen a sustainable model for that - unless you count Fallcoast/TR, which is its own beast.
Players should provide the majority of Things To Do. But it's still staff's responsibility - on historical MU* and otherwise - to facilitate, encourage and get out of the way of them doing so.
Agreed, completely.
I'm okay talking about Things To Do on historical mu*s and pondering ideas for staff meta on such places, just not as defense of my own interest.
Historical Mu*s have the advantage of more real challenges to groups and communities. Its not played up nearly enough though.
Despotism is a real thing in most places, and your neighbor is likely to just come and want to take your stuff. Western Mu* this should be played up more. The whole law of Adverse Possession is pretty serious business and is a real thing, especially in this time, which helps solidify the necessity of making such laws. Cattle wars, land rights, heck in the territories, even other 'nations' wanting you out is a real thing.
In the settings I mentioned there are a handful of groups that are easily serious aggressors. Outsiders, neighbors, even religious entities. I would advise against the religious one, because while contemporarily we are very diverse and live side by side in most cultures with various religions, it wasn't so easy to live with neighbors. It was more like being at war with. Look at Isreal and Palestine currently. Likewise we have different views of religion today compared to how they were in the past.
Environment, the best of all. Every now and again you see, its a hard winter post. But staff can do more, randomly folks should be chosen for getting sick or coming down with some illness or another. I said I don't want to play dirt toiling farmers, but a group of friends RP'ing around a sickness can create a lot of things do to. If a town/location is full of NPCs in positions, this is a quick way to knock off one or two, upset power balance, create a vacuum/void to be filled by characters. Do they train their own doctor, do they send away for one from the school, do the RP trips to the next town to get medical attention and face the elements in dangerous voyages? Fires running rampant, nearing the town that is mostly wood ... drought, hunger critters starving cause their normal food source has stayed south too long, or been hunted off.
Internal struggle, there should always be an internal struggle in whatever group structure exists in the game, and this is heavily player driven. Small band, no everyone should be happy with the leader, any collection of families, groups, clans, organizations, they should not simply be happy with the leader.
The three periods I choose had all these elements that could easily be woven into meta for players. The day to day is really up to the players, I'm not going to stop bar RP if I was staffing such a place, but things to do are numerous from socio-political to living (hunting, dealing with a sick animal they own, dealing with a sick neighbor, scavenging for resources, whatever). But its all coupled with the threats as noted above, internal despots, external threats (other cultures/neighbors/religions/enemies), and harsh environments.
Why I choose those three times:
-
Daneland/law: You are the aggressor, you just marched a badass army through Anglia/Mercia, sacked a very important city, and mean to settle the rich abundant lands about the city. There is a ton of things I could imagine doing without staff intervention in this setting. From dealing with neighbors, to dealing with raiders and bandits, to aggression against others and the moral implications some folks would have a hard time accepting that is what you do. Would I join in against North Umbria invasions, would I sell out to North Umbria for some gold coin after getting a name for myself, would I take land in Mercia to help Aelfred? Would I help my neighbor during the winter, or watch him rot away and take his land come spring?
-
Formation of Novgorod to invasions by the Swedes: More political, the clans would be like houses in typical L&L play, a leader and some top warriors. They'd probably have regular meetings deciding what to do, where to go. Divide the land, get rid of those who don't agree with the new system, deal with external threats from the east and the far east (the puppet of the Tsar, the Mongols, etc.). Plus as you start to establish and show some resources, its an invitation to the Swedish Vikings to come and take what you have, you have to decide as a group, defenses in the east/to the sea, defense to the west against Russians and the horse riding Mongol overlords/tax lords.
-
The Roman settlement of Obuda near the Celtic settlement in the area. Same as all the above, same things to deal with the added internal struggle of Roman vs Celtic. This one could be more rife for PvP simply because of this and folks would have to be willing to accept death potential. This is hard everywhere, but seems more difficult on L&L games, there was no end to comments after each PC death in Realms. Maybe more sustainable in bouts of short term as players will ask 'what do I do today' far less, cause it easy to play Celts and have Romans come to favorite hangout or vice versa, without stretching the adventure of the week/month to wolves, bandits, other aggressors.