@Jaunt When people start saying "BUT THIS RACE WOULD NOT BE INVOLVED WITH THIS THING IN THIS PERIOD", I get some serious red flags about a game and the intelligence of the people running it. I guarantee that they don't know anywhere near as much about history as they think they do, and when you call them on it with proof, they freak the fuck out.
To be honest, in a MUSH you don't really -need- these coded things that an RPI has. Don't get me wrong, I love RPIs and all, but in a -good- MUSH what races you can and can't be should be pretty apparent. Exceptions to the rule largely spawn from either plot, canon, or someone bothering to look into the in-depth theme of the game, as a good MUSH isn't entirely inflexible. But just making shit up without any in-universe logic behind it is pretty much just breaking common sense. It happens, and it's not something that should even remotely trip up good staff members to say no to.
Yeah, in an RPI it's cool to be able to collect stuff and then say "I'm gonna build this", but I think that it's significantly more fulfilling to have to actually work toward what you want within a narrative (Granted, I haven't played a -lot- of RPIs, so maybe you have different experiences). If you just collect some sticks and build a skyscraper in a day, it breaks my suspension of disbelief super hard. And I say this as someone who plays a game with a man made completely out of tofu, because there is no limit to the blasphemies of Umbrella Corporation.
I think a good MUSH should generally run on some level of common sense based on that universe's logic. Good staffers won't have much trouble enforcing this, and good players will generally adapt to that or leave. I say this as someone who has played in lots of places that functioned this way plenty of times.
If something isn't clear from the documentation, all a player has to do is ask, "Here is my logic, can I do this thing?", and all a staffer has to do is say yes or no, and if no, explain why so that the player understands the game a bit more. A MUSH, to me, should be somewhat fluid, which is much easier to do when your theme is very detailed and defined. Once you set your boundaries and limitations, then you know how flexible you can be, and how your theme can grow beyond those limitations in future plots and such.
I think that on some level, this is the problem with WoD games. They shove in like 50 books, while boundaries and limitations are seen as weaknesses because having as many players as possible matters more than having a coherent theme. Actually being able to manage the theme, make all of the big stuff happening feel as if it should matter to the entire MUSH, it seems nearly impossible in a theme like that. If people are blowing shit up, assassinating vampire kings and shit, and half the game has no idea that any of this is going on? There's something wrong.
Comic MU*s are similar. These days it's all about sticking Marvel and DC together. Rather than having a single established universe, an entirely new and not anywhere near as defined universe is created. Players come in unfamiliar and disconnected, and you have a bunch of groups with similar narratives that somehow have to play together in the same universe now. This isn't to say that Marvel or DC don't have groups with similar narratives within their own universes, it's at least more defined how they play together in the same universe.
Focusing on fitting as much stuff into a single game as possible, to get as many players as possible, is a mistake. Trying to define your focus and your world, and actually give people something to care about, should always be the priority.
This is why I don't play many games for a long period of time anymore, and focus on just a few. I don't care about having a fancy sandbox, I want to play in a world. The trend lately seems to be fancy sandboxes where everyone can do anything but almost nothing matters.