I had a lot of thoughts on this while in the shower, and I have to get one or two of them down before work.
I am going to take a break from demanding my independence from stereotypes of a larger group and use the term "we", because it's quicker to type and because it's easier to get across the more generic points that I'm going to make.
@Kestrel said in Cultural differences between MUDs and MUSHes:
- Different attitudes towards what constitutes creepy player behaviour, addressed by me here
I'm jumping way ahead of myself, but you're reacting to the Mush attitude about OOC behavior. One of the key differences between a Mud and a Mush is one of game system. A Mud is typically a game with a coded system; that is, the code is the system. If you're playing with code, you're playing the game. A Mush is most typically a play-space based upon a table-top RPG or agreed-upon rules of role-play, systems that often need a human being to arbitrate conflict of "does it hit" or "am I poisoned". We have had well over a decade to figure out how to make this work without a computer telling us the answer, and sometimes without an adjudicator (storyteller, ombudsman, staff) to tell us and agree upon an answer between us. To do this, we in the Mushing world must rely on OOC.
It's caused some of its own issues, such as a heavy reliance on it and, as @lordbelh said, opportunity to manipulate the more fluid situation via the very channels meant to solve the problem of the system not being code-heavy.
This is ownership of the character. You're writing the character so it's yours. You aren't giving the code the opportunity to kill you just for interacting with it. The character's daily life is almost entirely yours to write. So when someone writes or controls your character for you, then yes, people get upset. This is the "bad" kind of metaposing. The other bad kind of metaposing is when someone is passive-aggressive at you via off-hand author comments in the middle of a pose, but that's because passive-aggression is bad, m'kay.
Mushes used to be a whole lot more spontaneous. I don't honestly know how to explain this one, other than World of Darkness games especially have grown insular over the years. Possibly because of fear of what people are willing to do to your character, but I feel it's more to do with what happens when people with that fear become staff and that attitude starts being the game culture's norm. A much larger discussion for another day, perhaps.
- The ubiquity of OOC communication
I jumped ahead, here. See Above.
- Preferences for openness about characters' hidden motives vs. a preference for mystery and secrecy.
This is also mostly due to the lack of systems to support secrecy. We had something like this, and it was horrible, horrible because there was no way to prove who did what or better yet, who knows what. We in the World of Darkness arena have tinkered with the idea of "supernatural lore systems" as a codified way to determine who knows what, and if you couldn't prove it that you had the knowledge then you weren't allowed to act on it.
It ... wasn't pretty.
There also isn't any code to allow you to affect another character without somebody knowing about it. Good side: There's more you can do because you're not relying on code. Bad side: You need a human being. As game staff gets busier and busier, they're less and less likely to babysit those situations. (As a side note: I think it's many staffer's fault for finding busywork, but again, another long conversation for another day.)
I've overstepped my time allotment by (checks) 15 minutes, but I think that summarizes the main points pretty well. A different approach to application of game systems seems to color most of the differences. Not really a guide, this, but an explanation that might help ease you into why the differences exist.
Ta.
edit: Incidentally, you are always, always okay to be creeped out by someone approaching you as a player (OOC) over things that are emotional. Say 'I'm not comfortable with this' and let them retract. My personal Prime Directive is that RL Comes First. If this means that you need to step away from someone because they're getting all up ins, then do so. What constitutes 'creepy' is so personal, moreso than almost the rest of this, that I wanted to add that on.