I wanted to pipe in on the PrP stuff.
I absolutely fucking love running plot and doing storylines and such, but I have literally never done a PrP on a WoD game. I've also never done it on a few other games for similar reasons.
The simple fact of the matter is, like, it always feels like there's a million hoops to jump through, a million rules to pay attention to, then I have to adjust this, adjust that, pay attention to this minor random ass thing, and etc. It's just, like, fuck it by that point, in my opinion. Literally the only reason that I've never run a PrP in a WoD game, despite actually finding the themes interesting enough for plot, is that it's just too much freaking trouble.
There are games outside of WoD with similar hoops, and I'm also like fuck it. While I throw WoD under the bus for being backward on an OOC level a lot, this is definitely not a WoD unique thing.
But, as I usually preach, don't say "this doesn't work" without adding an alternative, so I am going to explain what I do like.
My absolute favorite place to run plot on was Multiverse Crisis MUSH (back when I played it). Now, I know people who are familiar with the older eras of it are probably like "Get that shit outta here!", but the game actually allowed for very cohesive and long-term plot, and contrary to popular belief, you can't just go do whatever the hell you want and it just doesn't matter.
The system for doing a plot on MCM was this (I'm roughly paraphrasing with my own language, so bare with me if anyone from MCM happen to see this):
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You had low tier one-shot plot scenes which didn't really require any staff input. So like, you do a raid or whatever, and its consequences don't really reach beyond that scene, no permanent alterations and such (beyond general character development, obviously).
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Low tier stuff with permanent alterations, like you get a new sword or a power or something. This would require a simple filling out of the plot template to explain your intent and plans. It was pretty quick and painless.
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Mid-tier stuff that affects, say, a small town.
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High-tier stuff that affects an entire world.
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Global stuff that affects multiple worlds (it is a multi-theme game, after all).
I most likely got some of that wrong, but this is the overall intent. The jist is that permanency, scope, and intent were the three defining factors of running stuff. I rarely actually used the plot application, because a lot of the time what I wanted to do was beneath the scope of that, though still ran for multiple scenes, because staff were flexible and generally understood if a plot truly had far reaching consequences beyond the characters involved or not.
When I did do applications, I didn't have to worry about a bunch of minor details and keeping track of a million things like some kind of insane bureaucracy. MCM's policies have changed a lot now, so I don't really know what the current stuff is like, but I know that when I played, it wasn't like this huge daunting wall separating me from wanting to do plot (unless I stupidly made it complicated and created a wall for myself).
I think that in MUing, and often even outside of MUing, there's an emphasis on writers and coders, but very little emphasis on designers. This is an experience I've had across many spectrums of the hobby, even outside of WoD and such. The only area of the hobby that I personally played in that actually started to put an emphasis on quality of life code and presentation were the Megaman MUSH/Super Robot Taisen/Multiverse Crisis MUSH circles back in like 2009 (for MCM it was more like 2012, but I digress) when they realized everything kind of sucked. Some other places are starting to do that and experiment too, because it's the logical step to take.
Writers generally focus on, well, plot and all that, writing stuff. Coders generally focus on efficiency and just making things work, but for a coder, what "works" can be far removed from what non-coders think works. In our hobby, there is very little emphasis on ease of use, the end user experience overall, and there is especially no real emphasis on how presentation and common sense policy can impact that.
People worry a lot about "how can I put this fire out/keep this fire from happening" and "how do I make this work". But there needs to be thought put into "how many steps can I eliminate from my code/policy to get to the bare minimum that still achieves the function I desire?", and "how can I enhance the end user experience with presentation and abstraction?"
I know I went beyond the scope of PrPs, but these are issues I have encountered all over the hobby. I have often had ideas shot down simply because people couldn't understand how super minor changes could impact the experience of the game. There is a prevailing belief of "if it's functional, it's fine", rather than "there's always room for improvement".
Imagine if no one questioned the functionality of the first toilet.
Your MUs are this:
When they could be this: