@Seraphim73 & @Ganymede
I completely agree with this, it can be exploited for gains. I am not set with the flow of points mechanisms, and if some measure of policing/control of the points gain is a measure to be taken now to give some incentive as a buy-in for others to try the system later, it is definitely worth considering. I do want to give it some practices, its not code-heavy mechanics wise, just want to see more of the criticisms like that, the potential to be broken and exploited.
The bigger buy-in is the stat-lite near system less approach I imagine, and I don’t want to change that part. I’m taking like 20 steps back with the philosophy, MUSH is aimed at storytelling for me, I come from the time when MUSHes were mostly system less and used the honor system. If a player wanted more players to play with, they learned to take falls and let others shine around them, they took turns in the spotlight. Its just a slight step up from that by putting in a few easily shifting points.
As for the honor system, it can be easily broken, but is it broken? Ultimately I’m looking at the end result of point spends and rewards. There was a quick mention of resource gain/loss system that we had @Ganymede, a few broad areas of resources. I loved the simplicity of it, it boiled down to Catan in a way for me. While most people will look at PvP potential and how points are gained and used, I’m looking at faction and group conflict overall as the bigger spends and collection of the points that go out, a way to bring them in for balance. Between players, its an agreement to exchange points, the spend for those gains is faction conflicts and group challenges for the rewards those bring.
I’ll use an example to maybe help a little. Lets say its Vampire Politics setting, nearly the same concept as WoD. Clan 1 and Clan 2 want a certain parcel of land for their private use. New zoning laws have increased herd potentials here, or some misty artifact lures in gnomes who have the bestest blood ever, has happened. Both Clans intend to compete for it. So there is a big faction conflict here, some time limit is chosen (4 weeks), at the end of that time, the side with the most points spent on the goal wins. Each side now has to figure out: 1) How to get the most points to their clan from other players so each member can contribute; 2) How to convince other allies and groups to contribute as well if possible; 3) How to harangue the opposition to get them to not have points to contribute; or 4) Just give up cause too much work and they don’t want to play.
While in the end, its having the points gained from playing at the system, all that politicking is very much a Diplomacy game to me and will require trust and interaction OOCly. Yes, it comes down to honor system for how points are gained, but the secondary affect would hopefully be the story creation that is generated from it for RP potential. If they get support from politicians in approving their members for buying businesses or partnerships in the area, it should be played out and then politician Y chips in their Charming (4) points once they have those 4 points to the conflict resolution. Or if Vampire Brute is intimidating folks so they don’t support the other side, there is some RP (and log cause I enjoy reading, its why I play MU*s) relating to him kicking squatters in the pants to incite the somehow. Could easily be various spends in direct combat at various locations, the players are working to make the story more than some planned event I think in this case.
The points are sort of ephemeral for the point of reasoning out a story to explain the flow and use of them in some context, less in defining the RP. It comes with the potential for abuse, a group of players doing everything OOCly or through tea-party private RP (but sustainability of lies and cover, other players will realize and avoid, and staff can police this more easily as its sustained).
All that said, sorry again for verbose, if it can be better policed and tracked to ensure quality and merit in the way points are gained, which would help ensure more buy-in to what basically amounts to a point driven story telling system of play, I’m all for it. I am enjoying the suggestions so far too, just offering explanations and reasoning’s for going towards such a system. And indeed @Ganymede’s territory system is in part inspiration for looking abstractly at points to help spur some creativity, hopefully, two thumbs up to that system. I like @Seraphim73’s original ideas of GM generated points vs fluffy PC points that could be swapped at tea parties, I even more like the idea of the building of the trust, harder to net points to give around earlier but as trust is built, the flow increases. In the end max points would be very limited, much like the description points, to keep it locked down, but hopefully spending would be enough that its hard to keep up with where to spend them so no one is sitting and banking points.