@Jeshin said:
- When you state that you are used to the game being more or less complete. Can you give me an example of what you mean? Do you mean most MUSH use RPG systems as their game systems and thus all the rules are quantified and known to everyone after they login to the game?
Yes. Even hand-crafted RPGs are generally considered complete enough to do conflict resolution, with enough guidance in the writing so that players can agree upon what this means.
- The favor generation wouldn't actually be "changed" per se. It would be designed on a matrix to shift. These shifts would be a game feature and an intended function so players would be aware of that when they started playing. So would that still cause players to become upset as per your example?
Possibly. It has that going for it, so perhaps it was a bad example. Let's say that you change how the Crafting System works, and suddenly the 95% of Commoners who are Tailors are suddenly much less effective, people may call "nerfing"
- Can you elaborate on your "stuff happens" comment so I can better understand it? Do you mean that the game features are not properly quantified and just generally say this is how it will work with no system explaining why? Do you mean it in the sense that we brainstorm and implement features without a source material to guide us and "that stuff happens" kind of way?
It's a reiteration of two of my statements. 1) What is the game about? It seems to be about Nobles and if you want to be a Commoner then okay that's up to you, but Nobles play the real game. 2) From a Musher's perspective, Muds are encoded system of coded codeliness, and this is from a Mux coder. In putting in just enough code/RPG system to the entry, without knowing anything more about the Mudder culture I don't know what to write between the lines.
I imagine it'd be the same if someone told you that EldritchMux was "not a typical WoD Mux" and that we were focusing on "events mixing all spheres". Not knowing what a "Typical WoD Mux" was, you wouldn't know what I meant, or what to expect, nor why I was jumping up and down like a schoolgirl who's heard her favorite boy band has come to town. If you said, "That's nice, dear. I'm glad you're excited," then went on with your life, I wouldn't blame you one bit.
That's how I feel about Usurper. It looks like a Middling Politics game focusing on a coded Politics system with possible future branching out. Very Castle d'Image. I would play it if someone asked me to, which is downright praise from me, but it doesn't hit my buttons the way that, say, "The House" from Ted William's Otherworld would.
I guess I'm saying that the write-up may have too much Mud in it for me to "get it".
I should dig up my "Mars!" write-up sometime, tho it is absolutely a love-letter to Space: 1889, but the initial game world scenario was mostly going to be focused around solving a political situation. Now that 1889 is back out, it doesn't quite serve the same purpose anymore.