@Sarah said in Good MU with sense of progression:

Sorry guys, it was a hell of a month. I left from Sindome actually, mostly because as I said they discourage any and all ooc communication and so I was completely on my own for figuring out basic survival mechanics.

Anyways aside from a sense of progression?/i guess medieval? Lord and Ladies games where I can /do/ things, etc.

So most MUSHes are really designed for a tabletop RPG writ large feel, that's very character relationship driven with GMs often telling stories or maintaining plot, but they generally don't have the kinds of game mechanics you'd see on a Sindome or HellMOO or Armageddon that has a player versus environment feel, that could give you the kind of sensation of progression.

I'm adding some of that to my game over time for what you might be thinking of, but it's still really downplayed, because games that are MUD-MUSH type hybrids are deciding where their focus is on creating an environment that can act as RP prompts for players and let them develop things on their own, versus a collaborative storytelling experience where the focus is really on letting those players drive stories without an environment possibly getting in the way. I like to try to combine the two and want to keep adding in more environmental features on Arx, but they are still noticeably different styles of RP.