@BurnNotice said in MU Peeves Thread:
@Yam Imagine a horror game where seven out of every ten characters ICly are this person and they all do it at each other all the time and you have my peeve.
Have all my upvotes. I only have one. But you have it.
@BurnNotice said in MU Peeves Thread:
@Yam Imagine a horror game where seven out of every ten characters ICly are this person and they all do it at each other all the time and you have my peeve.
Have all my upvotes. I only have one. But you have it.
I totally gave Norwood a point at least once (probably more) mid scene because I desperately wanted to try to be better at something. I regret nothing because I never did succeed at a roll I spent XP on. Even if I can’t remember what the skill was now the high in the moment stays.
(Me thinking hard says might have been ride when Norwood was trying to save Cristoph Then he epicly fell of his horse and it was amazing. Regardless I crunched that skill till I got it to 6 because fuck if Norwood was EVER going to let himself fail that badly again.)
Okay but - wait what?
Wouldn’t it make more sense to just… not allow the XP in the first place to be earned quicker than skills can be learned rather than give it and then tell people they can’t use it!??
I’m so befuddled by this concept.
I want a robust system that lets me do Cool Things. I’ve been trying out various system-light games over the last couple of years, and even in a tabletop environment, I really want a game where I know what resources I have, what skills make my character unique, and a bit of randomness to keep the tension high.
Now, questions for us:
The largest sentiment gap is by preferred game style – MUD fans average 3.53 while MUSH fans average 2.85 (49.2% vs 19.5% happy) (Table 10, Figure 10).
Why so unhappy, fam?
Thank you for doing this! It was fascinating.
I’m curious: you highlighted some areas the MUSH / RPI / MUD community varied. How strongly did you feel that difference in the data?
Also noted that you aligned MUSH and RPI results more than I expected. I’ve tend to think of RPI as a type of MUD. Do you find that RPI aligns more with MUSH or is it very much its own thing?
@bear_necessities said in When is the last time you played?:
@catzilla said in When is the last time you played?:
run a silly one shot that will (probably) not have an effect on the setting.
so, curious, how could a game get you to run a plot that could have an effect on the setting, affect the metaplot or change the world in some sort of way? Is it just as simple as keeping that “You can do whatever you want here as long as it doesn’t break the world” on the tin or would you need something else?
I’m not @catzilla but here’s my list:
Give me those things, and I am a plot-running bunny. It doesn’t take anything else (other than the things that I need to “hook” into a game in the first place), but I will admit that I do like bennies. I don’t think XP is the best idea, but it’s nice to get. Even something that’s totally OOC like players saying, “Hey, that was fun,” and, er, actually showing up, on time, ready to play the plot that was advertised? That works.