@Thenomain said in What do RPGs *never* handle in mu*'s? What *should* they handle?:
A similar issue in the World of Darkness crowd used to be the Mage antagonists, the Technocracy. We've had Technocracy players and this shed light on a single problem: They had nothing to do but pick on the other Mages, and as they had a huge advantage of organization and backing, things quickly got into the realm of suck for the Mages.
To be perfectly honest, that doesn't sound like a problem. That sounds like the way things were supposed to work. Except that players whine and cry because they want to use their powerz for frivolous stuff out in the open without penalty. Players have to respect the setting in order for the game to work, otherwise it doesn't.
@acceleration said in What do RPGs *never* handle in mu*'s? What *should* they handle?:
When players are reduced to a sandbox setting, they tend to get bored and move away. Players have very limited power to change the world, so their storylines tend to stall out without major events to frame them around.
The sandbox syndrome is one of the biggest problems in MU*s that people don't want to deal with. Its the reason staff feels like they need to come up with a big bad or monster of the week. Because players don't want to play against each other . They want to play against something that makes them feel powerful cause they're gonna beat it down, usually with a much smaller chance of death, then brag about it to other PCs. And staff accommodates because its easy. You think up a thing, make it impossible to find and harder to kill - until the the PCs have jumped through enough hoops and ran around in enough circles, when The Thing is found with little difficulty and is killed even easier. Once you give into that sandbox syndrome it is a black hole of repetition cause that's what everyone expects now (which is, by the way, what most people expect now). The community is mired in sandbox syndrome. Kill big bad, feast on xps, buy more powers, rinse, repeat until PCs get so fat and bloated the players start complaining that they are bored and the game has no depth, as though they haven't perpetuated the problem the entire time they are on the game.
But there are games that can be about something other than fighting a thing much bigger and badder. There can be games about things much smaller and gentler. Take WoD for example. It has an entire setting what constantly revolves around monstrosity versus humanity, yet humans on MU*s are constantly treated as inconsequential background noise. It always becomes big-bad versus PCs. What about greedy evil human versus the helpless poor human. The reason those kind of games don't exist? See above. Players want to solve the problem with loud, flashy powers, then get upset if their characters get killed off by the things that exist by theme to kill off anything using loud, flashy powers.
Also, how to deal with XP bloat? Stop giving out so much xp. No. Stop. If you're giving out mounds of XP to get people to come to your game then you get people on your game who look for mounds of XP. If you think the only way your character can grow or change is by devouring XP, you're missing out on huge and varied paths of character development. Again: a learned and perpetuated mentality in the MU* community. Many people believe this because they have experienced this. They have not been able to change or grow their characters except by spending XP. They can't affect the world around them in any satisfying way so they have to be content with just spending XP. Because again, that's easy. Give XP, spend XP. Staff job done.
We look for all the easy answers, usually because games are so big that is all anyone has time for. When staff does look to do more, they burn out and close quickly. And so we end up with the mess that we have now where everyone sees how bad things are and we keep recreating those bad games over and over and over again, despite the wrongs everyone sees and acknowledges but no one has the time or inclination to fix for any sustained period of time.