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    World Tone / Feeling

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    • MisterBoringM
      MisterBoring @Roz
      last edited by

      @Roz That’s very very cool. It’s always impressive when a game really comes together on that level and produces that kind of story structure between PRP improvisation and the “metaplot” produced by staff.

      Proud Member of the Pro-Mummy Alliance

      RozR 1 Reply Last reply Reply Quote 1
      • RozR
        Roz @MisterBoring
        last edited by Roz

        @MisterBoring It was very cool and all you have to do is grind your staff into dust for years trying to keep up with players 😅

        ETA: Also relevant that one of Arx’s big struggles was in how to structure and allow for PRPs to exist in an impactful way, because of how dense the lore was, and how much of it was locked behind mystery. So my examples were all very staff-handled in response to actions players undertook and submitted to staff in various ways. It was a huge amount of work all centered on staff and absolutely unsustainable.

        she/her | playlist

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        • O
          Ominous @Tez
          last edited by

          @Tez said in World Tone / Feeling:

          • Everyone loves to see their actions reflected in game-wide updates and announcements. Firan and Arx both featured that to greater or lesser degrees. It’s cooler still in my opinion to see an actual shift of culture or laws. I’ve been working on my long-dreamed generational game where the ability to shift an in-game culture is a mechanic, somewhat modeled off Crusader Kings.

          @Pyrephox and I are both hankering for a city-state setting centered around the politicking of the various guilds, noble families, what have you. This sounds like it would work well with those mechanics.

          • I like temporary room descriptions that can be updated on public spaces to reflect events that have happened, but sometimes people forget and it loses its impact. Still, I like that as an idea: a grid that updates to reflect actions people have taken.

          I have recently taken up looking into the FutureMUD Engine, because I have found that I am more of an RPI guy than a MUSH guy. Anyways, in the engine Creator’s YouTube Video on room building, he talks about how the engine has overlays for zones that are basically different instances of the same zone. While people are playing in one, you can building in the other. Then when you want to switch which one is publicly accessible, it’s just a toggle. In the example he gives, he talks about one zone having an after a disaster overlays that they switched on to replace the normal zone to represent all of the damage down to the area by the disaster. Such a system seems like a great way to manage updates over time that reflect the effects of the PCs actions

          Ceterum censeo Carthaginem esse delendam

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          • R
            Roadspike @Pavel
            last edited by

            @Pavel Totally agree that it’s better to have an elegant reason why nuking the other side doesn’t work baked into the setting. But I also don’t really think that it should be necessary to tell players “No, you can’t end the war game’s war in a single stroke” in the lore. We did approach the player with lore reasons why it wouldn’t work first, but the player kept chasing the idea, and so we ended up saying “We’ve given you IC reasons, here’s the OOC reason: we want the war and don’t want to end it at a stroke.” They didn’t take it so well.

            Formerly known as Seraphim73 (he/him)

            FaradayF 1 Reply Last reply Reply Quote 2
            • FaradayF
              Faraday @Roadspike
              last edited by

              @Roadspike said in World Tone / Feeling:

              But I also don’t really think that it should be necessary to tell players “No, you can’t end the war game’s war in a single stroke” in the lore.

              This. I’ve had players who were like: “I know they’re gonna fail but my PC would try it…” and I’m totally on board with that. It’s the ones who don’t seem to comprehend why they can’t turn the game’s theme inside-out who frustrate me.

              But back on topic - both as player and staff, I just focus on telling a fun and interesting story. Sometimes that might leave a permanent or temporary mark on the grid, or generate an IC news story, or lead to the PCs being recognized as Big Darn Heroes. Sometimes it all happens behind the scenes and nobody’s the wiser. I don’t need to change anything to enjoy the game.

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              • Lemon FoxL
                Lemon Fox @KarmaBum
                last edited by

                @KarmaBum said in World Tone / Feeling:

                People seem to be saying this a lot, so I’m kinda curious what “touch the world” mean in terms of MUSH gameplay.

                Can you share some concrete examples from a player perspective of what this looks like on a MUSH?

                Recently on Star Wars: Age of Alliances, my derpy Space Captain stumbled across the really rather grimdark tone-shift on Chandrila. Like, full-on fascist hellscape with military police on every street corner and history being dramatically rewritten to favor the Sith Empire. It really broke her heart, because as a noble-born Coruscanti girl, she had visited Chandrila as a child before the Sith rose to power in the wake of the First Order’s destruction.

                This character was also very friendly with several suspected or known rebels because for her the war wasn’t personal. She had a shiny uniform that never got dirty while standing on the bridge of a Star Destroyer. People were always worried about the Empire building a new superweapon, but really, what were the odds of that happening? The idea of killing a whole planet (or star system) was just cartoonishly evil, and no one would really do that. Right? After it had failed… how many times?

                But Chandrila changed that. Suddenly the idea that these people would murder an entire planet, not just once but many times over, became terribly real. And all the rumors, the speculation, the inaction of the Jedi, nobody really doing anything to go after this one big problem all came crashing down on her head.

                And I decided that she wasn’t going to stand for it. So I started working with Empire players, Rebel players, and staff on how to bring about a change. What might kickstart a renewed effort to stop these things before they get deployed? (Nevermind that at this point I didn’t know the planet killers HAD been deployed before at least once.)

                Eventually we settled on a two step plan: Step One: Defect to the Rebellion. Step Two: Take the planetkiller schematics with her. Quitting in style, basically.

                Well, no plan ever goes that smoothly, and it ended up with my poor Captain in a locker room, struggling against computer checks three times what she could reasonably crack. She had Black Widowed her way into getting security codes, then further Black Widowed her way into arranging a brief window where she could be alone with specific a code cylinder, an uplink point, and a datapad. But it wasn’t going well. I had failed too many rolls, and if she wanted to get out, she needed to move. Now.

                But this was important to her. More important than anything else had been because the idea of little frozen bodies floating in space amidst the rubble of a dead world was too much for her to bear. If she ran and that happened? That was on her now. So she stayed, blew through the last firewall that she could, and uploaded the data. She didn’t get the schematics–but she did find out where they were, who the project director was, who the lead engineer was, and where they had originally been built. It had to be enough as the security team broke in and stunned her. Game over.

                But, luckily for her, Captain Derp had made a lot of friends, and in something between Mass Effect and Doom, lightsabers and blasters and some really, really lucky rolls got my character out. And she got exfiltrated to the Rebellion! She lost everything–wealth, status, a luxurious private shuttle, and command of a Star Destroyer. But, because of her, knowledge of the planet killers was out in the wild. And that made me really happy. I had poked the world and made an indelible mark on it.

                And that felt a lot better than any mountain of credits, gear, or rare junk I could have gotten my hands on.

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                • J
                  Juniper
                  last edited by Juniper

                  One day I’ll get my gritty survival post-apocalypse game where it really does feel like there’s danger around every corner that’ll get me if I slip up for a moment. And hopefully it won’t immediately devolve into hot tub weed party time, because a shocking number of players who sign up for a horror / struggle bus experience don’t respect that theme even though there are already countless games where you can party all day.

                  On the other hand, a lot of “harsh survival” games feature permadeath and that’s not my jam. It makes people risk avoidant and boring. I’m okay with my character getting hurt, getting knocked out, getting trapped somewhere. I just don’t want to slip on a banana peel and be unceremoniously deleted without so much as a story beat.

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                  • W
                    Warma Sheen @Juniper
                    last edited by

                    @Juniper I hear you. I do. But… a game where there’s danger around every corner that’ll get you if you slip up for a moment SHOULD make characters risk avoidant. The problem is that most games don’t provide a reward that is worth characters overcoming that risk avoidance. The flip side is the player that constantly throws caution to the wind because there’s never an outcome bad enough to stop them. Solo attack 20 ninjas? Sure. Why not? Oh no, I lost. But I just got knocked out. Oh well. Wake up and try it again tomorrow!

                    One of the things I’ve noticed is that when the above is true on a MU*, it negates a very strong reason for people to RP with other people. If you need others to accomplish goals it fuels RP and discussions and planning and IC collaboration. But if you can get everything on your own, why bother wasting your time with people outside your play group that might not be a perfect fit for what you want when you can get it on your own anyway if you just try it enough times???

                    A big difficulty with theme that gets overlooked is what is the MU* even about? Is it a game? Is it collaborative storytelling? Something in between? I’ve mentioned it before, but so many people show up to a MU* with their own notions of what this hobby is or what it should be or what it is supposed to be and most of those different ideas are conflicting.

                    So one person shows up for a game, another person shows up for collaborative storytelling experience and the MU* hasn’t been explicit and concrete in what it is supposed to be so when these two players encounter each other, they clash and problems begin between players instead of characters because the other person is a <insert insult here>. When really they just showed up to the same space for very different experiences. And these experiences range from game mechanic die-hards to the artistic wannabe novelists.

                    One type of player is there to play a game and they crunched the numbers and the game mechanics to perfectly engineer their character’s sheet to their liking and the dice rolls just ARE what they ARE and if someone dies, then they just DIE, even if its in the prep to a scene, instead of the actual scene. Too bad so sad. Go chargen again.

                    The other type wants full autonomy of their character and their writing and is insulted if you don’t understand that their writing is works of art and their IP and you need their permission to even look at it and only they dictate if anything bad ever happens to their characters. Ultimately, they just end up using the MU* to write fanfic for their characters and conning other people into reading it by pretending to MU*.

                    Obviously most people are not on these extremes, but most seem to be on one side or the other. And if you have both of these types on your MU* with no direction or expectation of what that site is supposed to be, there will be continuous clashes that fracture the stability of the player base on the MU*. We’ve all seen it multiple times before, I’m sure. A lot of it just comes down to setting expectations at the start.

                    So when it comes to the World Tone / Feeling, it is about more than just describing what you want. You have to set the expectations for players in multiple areas (theme, plots, mechanics, descriptions, HRs, policies, etc.) in a way that guides everything back to what the tone / feeling is supposed to be so that the way the MU* actually plays out organically stops players from hijacking that tone / feeling for their own purposes to make it what they want for themselves (intentionally or unintentionally). Pretty much every WoD MU* is a perfect example of how this goes wrong consistently.

                    FaradayF 1 Reply Last reply Reply Quote 1
                    • PavelP
                      Pavel
                      last edited by

                      If there’s danger around every corner that’ll get you if you slip up for even a moment, your CG needs to take ten minutes and approval even less.

                      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                      BE AN ADULT

                      1 Reply Last reply Reply Quote 3
                      • FaradayF
                        Faraday @Warma Sheen
                        last edited by

                        @Pavel said in World Tone / Feeling:

                        If there’s danger around every corner that’ll get you if you slip up for even a moment, your CG needs to take ten minutes and approval even less.

                        It’s certainly possible to do so. TGG had a high PC fatality rate and zippy fast chargen (I don’t think there was even an approval step).

                        @Warma-Sheen said in World Tone / Feeling:

                        a game where there’s danger around every corner that’ll get you if you slip up for a moment SHOULD make characters risk avoidant. The problem is that most games don’t provide a reward that is worth characters overcoming that risk avoidance.

                        There are certainly players who enjoy a high-risk environment, though my experience is they’re a small minority. For the rest, I’m skeptical that there’s any manner of reward that would get players to risk their characters to death at the drop of a hat. Most MU players don’t want to play the “you have died of dysentery” version of a Wild West game—they want outlaws, gamblers, and high adventure on the frontier. A real post-apocalyptic world would involve a lot of people making gardens, filtering water, and dying from small cuts and poor sanitation. Sane people in such an environment take risks to survive, but how do you model that in a game environment without forcing a MUD-like level of survival mechanics?

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                        • S
                          STD @Faraday
                          last edited by

                          @Faraday said in World Tone / Feeling:

                          @Warma-Sheen said in World Tone / Feeling:

                          a game where there’s danger around every corner that’ll get you if you slip up for a moment SHOULD make characters risk avoidant. The problem is that most games don’t provide a reward that is worth characters overcoming that risk avoidance.

                          I’m skeptical that there’s any manner of reward that would get players to risk their characters to death at the drop of a hat.

                          In my experience, most people don’t mind losing big – even going as far as character death – as long as it’s cool. No one wants to die just from slipping on a banana peel or even just randomly getting shot in the head by an outlaw. They want to go down in a blaze of glory, or with some amazingly funny Rube Goldbergesque series of coincidences, or through something that exudes pathos.

                          No one wants to die like a scrub.

                          @Warma-Sheen’s description of the crunch-storytelling continuum seems pretty apt. I know I definitely prefer the storytelling aspect of that; I find combat systems and dice throwing to be supremely boring and I’ve hated nearly every single combat scene I’ve ever been a part of.

                          Though I think this might be more of a scene-by-scene thing than an overall tone. I don’t see why a MU* can’t have room for both worldviews as long as everyone knows beforehand what a specific scene is expecting. The hard part would be quantifying where, exactly, on the crunch-storytelling continuum a scene lies.

                          FaradayF 1 Reply Last reply Reply Quote 1
                          • PavelP
                            Pavel @Faraday
                            last edited by

                            @Faraday said in World Tone / Feeling:

                            It’s certainly possible to do so. TGG had a high PC fatality rate and zippy fast chargen (I don’t think there was even an approval step).

                            Oh I definitely agree, I played there exceptionally briefly (Russian front, obviously).

                            I think it’s one of those things that must be considered if one wants omnipresent danger while also having players feeling free to take risks. If one invests a lot of time into making a character, one is less predisposed to disposing of said character on a whim, generally speaking.

                            He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                            BE AN ADULT

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                            • FaradayF
                              Faraday @STD
                              last edited by

                              @STD said in World Tone / Feeling:

                              In my experience, most people don’t mind losing big – even going as far as character death – as long as it’s cool.

                              YMMV. Over the span of about 2 decades, I ran many different games with opt-in character death. You PC could be incapacitated, but would never(*) die without your consent. In that time, I can think of maybe two? three? players who chose to kill off their PCs voluntarily. These were high-stakes settings. Loads of gunfights, plenty of opportunities to write yourself out as a Big Darn Hero. The overwhelming majority of players I’ve encountered (both online and in offline TTRPGs) don’t want to lose their characters. Even if you ignore the XP loss, there’s an investment in relationships, story, development there that you can’t quantify.

                              (*) Barring extreme “you’ve painted us into a corner with your monumentally boneheaded actions” situations.

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                              • DrQuinnD
                                DrQuinn
                                last edited by

                                Decades ago, Tenebrae put something in place where you would basically rate your plot before people signed up. I think it was like ‘Risk of Death’ ‘Risk of Maiming/Weapon Sundering’ and then just ‘No Risk.’

                                It worked for the most part. People who signed up for the risk of death scenes knew that it was possible their PCs could die and they were usually Big Plots where it was cool if they did. Did that stop some players from still being super mad about it when it happened? Nope. In a big Save the World scene I remember a staffer had a monster with an insta-death ray that would kill anyone with a bad fort save. So he made sure it targeted the PC in the scene with the best fort score and thus the best chance of nothing happening. Like I specifically remember the conversation on the staff channel where a bunch of us weighed in on who it should target because while it was high stakes we didn’t really want to kill anyone.

                                The PC then rolled a 1 and accused the staffer of doing it on purpose and declared the whole scene had been set up just so they would die and it was a whole thing.

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                                • R
                                  real_mirage @DrQuinn
                                  last edited by

                                  I certainly want a grounded game where there can be death and consequences.

                                  On the topic of death and consequences. I feel like the best way to have non-consent death in a game is MUD style where there is cold hard code making that decision and not necessarily GMed rolls. Only MUSH game that I have seen do that was Firan.

                                  You also have to have a game big enough to survive the inevitable blow ups that will happen with players quitting.

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                                  • R
                                    real_mirage @real_mirage
                                    last edited by

                                    Also I want a Grimbright/Nobledark sci-fi/fantasy with mechs and lords and ladies and dragons.

                                    Because I am like 14 and hate having to work and laying taxes.

                                    PavelP O 2 Replies Last reply Reply Quote 1
                                    • PavelP
                                      Pavel @real_mirage
                                      last edited by

                                      @real_mirage said in World Tone / Feeling:

                                      laying taxes

                                      Taking the “fuck the state” idea in a whole new direction.

                                      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                      BE AN ADULT

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                                      • MisterBoringM
                                        MisterBoring
                                        last edited by

                                        I want so many hyper-specific games that I won’t actually get them barring starting games myself, and I can’t honestly be sure that they would even get enough players to be runnable.

                                        Like my idea for a post-apocalyptic game where the remaining people on the world live in and around a huge metal tower. The people who have all the power live above the smog clouds choking the world below, and have access to the remaining places above the clouds, including the last bits of fertile land and potable water. The rest of the people live below, in claustrophobic spaces where their survival is only guaranteed by toiling to get access to resupply of the filters that keep the smog out of their cramped quarters. The lower class use power armor suits to try and clean the world, much like the Chernobyl liquidators, while the upper class vie for control of the remaining clean resources and do what they can to keep the lower class from climbing the tower and destroying everything.

                                        Proud Member of the Pro-Mummy Alliance

                                        bear_necessitiesB 1 Reply Last reply Reply Quote 0
                                        • bear_necessitiesB
                                          bear_necessities @MisterBoring
                                          last edited by

                                          @MisterBoring said in World Tone / Feeling:

                                          Like my idea for a post-apocalyptic game where the remaining people on the world live in and around a huge metal tower. The people who have all the power live above the smog clouds choking the world below, and have access to the remaining places above the clouds, including the last bits of fertile land and potable water. The rest of the people live below, in claustrophobic spaces where their survival is only guaranteed by toiling to get access to resupply of the filters that keep the smog out of their cramped quarters. The lower class use power armor suits to try and clean the world, much like the Chernobyl liquidators, while the upper class vie for control of the remaining clean resources and do what they can to keep the lower class from climbing the tower and destroying everything.

                                          I had a similar idea for an anthology game I was thinking of creating. Basically you are in the tower and the only way to climb is to participate in virtual reality “simulations” where your goal was to amuse the people in the upper floors, kinda Hunger Game-y except you were a different character in each sim. The purpose was to die, repeatedly and violently and epically. I just couldn’t figure out what people would do when they were killed off and waiting for everyone else.

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                                          • D
                                            dvoraen @Pavel
                                            last edited by

                                            @Pavel said in World Tone / Feeling:

                                            @real_mirage said in World Tone / Feeling:

                                            laying taxes

                                            Taking the “fuck the state” idea in a whole new direction.

                                            I never thought I’d see “sex worker” meaning “tax collector” in even a fictional government, but here we are.

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