@Thenomain said in What do RPGs *never* handle in mu*'s? What *should* they handle?:
It comes down to how I play the character. I wasn't thinking too much about it, but what @Duntada said about an 18th level mage nuking a street game made my entire history of posting on Wora (both of them) and Swofa and here swim into a particular focus: Tabletop games put the character in the role of the most important thing, while a Mush cannot easily be played this way.
On a tabletop, throwing a fireball at a street gang may put your character in jeopardy with the local law, it's not going to end your character. The storyteller and your fellows at the table are going to roll with it and keep things interesting.
On a Mush, it's likely that most people don't have that level of interest of you as a player. They're not going to cater to your play style.
Extending this line of thought: MU*, of necessity, involves telling a different kind of story. It's no longer about the PCs directly, it's about the community, or the place. A common pattern for sphere metaplots in oWoD (which is basically all I've enjoyed playing in this format) involves eventually facing some kind of ultimate big bad. This is, fundamentally, a tabletop plot. It has a clear ending, a clear beginning, and you know when you've won.
When you run that as a sphere plot on MU*, you end up eventually getting there and then.... what? Season 2, bigger and badder than before? That's a diminishing returns curve, and eventually every TV show that relies upon it either shuts down or jumps the shark, eventually.
Arcs like that aren't metaplot, they're now subplots, and a lot of the meta is going to be player-generated, emergent content that happens as social circles, conflicts, and tensions are forged through general RP. I try to make my sphere metas be situations or conditions of the place. They're not things you fix (at least not without tremendous work, and generally all you end up doing is changing the status quo to some new thing that you now need to contend with), they're things you adapt to and they color all the smaller scale stories you're telling.
Your character's story is braided together with plenty of others. You can still have your beat-the-badguy story arcs, it's just A story instead of THE story.
@Pyrephox said in What do RPGs *never* handle in mu*'s? What *should* they handle?:
However, just capping or eliminating experience/improvement isn't a solution, either, because a lot of players are primarily incentivized by seeing their character become more power and get more Stuff. Remove the opportunity to mechanically grow and change, and you lose a lot of people's interest.
Retirement is an alternative to capping. Congratulations, you won. Time to start over with something new, maybe we'll keep this bit around for use as a powerful NPC and we'll ask you to cameo, etc. Still rubs people the wrongway sometimes but I think it's a nice enduring reward that doesn't necessarily unbalance the stock of active PCs as hard.