@faraday said in Which canon property/setting would be good for a MU* ?:
@surreality But... why listen to them? I mean, the idea that original theme games can't work is demonstrably false. Arx, Firan, Aether, Castle d'Image, Otherspace... some of the most famous and arguably "successful" games in MU* history have had original themes.
I think some of this may also be that Aether, Firan, and Arx all built incredibly detailed worlds and libraries of lore, because they had no shortcuts. No "just watch the show/read the books" or "well, it's <City X> but with werewolves." They had to put together all the lore, and either present it in a nicely consumable fashion, or conceal it but provide a good IC reason that players would be unaware of some of it.
Conversely I'm trying my first WoD game out, and I find I'm stumbling and a bit lost in places. (Ha ha it's a pun because I'm playing a Changeling.) Much of this is the systemâthey have a ton of Random Capitalized Terms, some of which are the same as other Random Capitalized Terms but mean different things depending on which sourcebook you're inâbut some of it is all kinds of little expectations that aren't communicated anywhere, in the books or anything else.
And I suspect this isn't because staff is lazy, but because the vast majority of the game have played WoD in the past and take all those little fiddly bits for granted.
This isn't a criticism of any game, merely an observation that in some ways, the extra work for an original themeâdone right, at leastâmakes it easier for newcomers to dig into the game than a lot of us, me included, do when building games on established canon properties.