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What Do You Want Out of a MU?
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@Gashlycrumb said in What Do You Want Out of a MU?:
@Wizz said in What Do You Want Out of a MU?:
I have long wanted to do One Hundred Years of Solitude MUSH.I would absolutely play here. It would be me and the other handful of pretentious lit nerds (which I think includes you, Wizz!) but it would be glorious.
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Coward!
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OMG WOW I was just saying I am a pretentious nerd but @Gashlycrumb was technically the one who made the reference but then I was like oh wait @somasatori knows and was just being nice and now I look like a gd FOOL
thanks pal, loool
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@Wizz said in What Do You Want Out of a MU?:
OMG WOW I was just saying I am a pretentious nerd but @Gashlycrumb was technically the one who made the reference but then I was like oh wait @somasatori knows and was just being nice and now I look like a gd FOOL
thanks pal, loool
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On the play time window** thing , another tactic which can work (and worked well for me back when I was active) is if you have a climax or a major meta plot running, break it out into multiple components. The three ring circus narrative like you get pretty commonly, but is executed really well in Return of the Jedi.
You have the attack on the forest moon to disable the shields so the ships can attack, and of course you have the climactic battle in the Throne Room. Reproduced well in The Phantom Menace as well.
Break up whatever your “climax” is into multiple components and have those stories get divvied up in different time zones.
It’s not always going to be perfect either because you are shoehorning players into a scene based around their playing time window instead of natural compatibilities, but you can absolutely structure things in that way - have a plan of attack that requires some other critical task occur before hand, schedule that during the “prime play” window of the folks who tend to play in the Australia/Asian window (12 hours or so ahead of US), and then another for Europe, etc.
And then, if you want to be really ambitious, make all of those critical components RPed live to the conclusion, and play that one async (or as Coin suggested, throw up a vignette scene for everything to write their own aftermath conclusion).
I had some good success with that in the past, but it does require having someone willing to ST in each of those time periods, or letting players free from on their own (which I am not generally opposed to either.)
**It’s not precisely timezone because you may have someone who works overnight in THEIR timezome so aligns better with another timezone.
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@somasatori said in What Do You Want Out of a MU?:
I would absolutely play here. It would be me and the other handful of pretentious lit nerds (which I think includes you, Wizz!) but it would be glorious.
I am chuffed. Y’know, it only really takes a handful of nerds to make a MU, given compatible schedules.
Though to get over the online-ttish-to-MUish-MU hump would take that trick where people who’ve heard it’s a going game get interested in the IP because they’re into the game. Yet the very title makes One Hundred Years of Solitude seem like two things it’s not, very long and boring.
Probably the way to make it fly is to marry it to Welcome To Night Vale and make it start out as a Weird Western. But this introduces a lot of the problems of a historical, over and over, whiile sticking close to One Hundred Years avoids that by being an isolated village/small city in a country that’s behind technologically.
ETA: This set of dioramas with cowboys riding around in hilarious steampunk mecha hunting interesting monsters, getting attacked by giant scorpions, and fighting each other over the bones of absurdly enormous dinosaurs inspires a great game setting.
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I’m looking for a game where it’s not 24/7 slice-of-life RP (coffee shop, hanging out at the mall, park, etc.). I’d love to play somewhere where if I put the time into creating a character and concept that isn’t just a normal person like me in RL, I could actually interact with the world, use my sheet/powers/skills, and do things related to a plot or story.
I’m not opposed to the day to day RP, but I am tired of it being the only thing I find on games.
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@Pan Run that content then, nobody is stopping you, even on a slice of life game.
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@imstillhere said in What Do You Want Out of a MU?:
@Pan Run that content then, nobody is stopping you, even on a slice of life game.
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@Pan You’re always on here complaining that someone hasn’t made specifically what you want, ready for you to show up and enjoy. So run some action? That was always allowed?
If the complaint legitimately is “no one is doing a thing I also won’t do” then, lol.
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@imstillhere said in What Do You Want Out of a MU?:
@Pan You’re always on here complaining that someone hasn’t made specifically what you want, ready for you to show up and enjoy. So run some action? That was always allowed?
If the complaint legitimately is “no one is doing a thing I also won’t do” then, lol.
Thanks for coming into the “What do you want out of a MU” thread to try to crap on my comment. I thought that was reserved for other places in this forum. But I hope this made you feel better about yourself, great work.
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@imstillhere said in What Do You Want Out of a MU?:
@Pan Run that content then, nobody is stopping you, even on a slice of life game.
I’m going to note that sometimes (depending on the game/gamerunners and certain systemic issues) that this isn’t as easy a prospect as it sounds.
My “ideal” game does facilitate this though, and it’s those little moments where players and staff successfully pass the plot ball back and forth that this hobby still shines for me.
Chasing that dream…
Also, “be the change you want to see in the world” never seems to lead to the stated results for some reason.
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I was thinking about this earlier today (literal shower thoughts), or a little bit in parallel. About what characterized the games I’ve felt the most success on. Disregarding basic things like “I need there to be people around to RP with whose RP styles and schedules generally mesh with mine” and “I need staff to not be creepers and not allow creepers” – those will go without saying. But I realized that one of the biggest things for me in the DNA of a game is:
A sense of discovery.
This is achieved on a small scale with just characters getting to know each other, because that’s two people on a lifelong discovery of new details about each other. But what really thrills my brain is when there are mysteries and unknowns to the world on some level, and part of playing on that particular game is figuring out more about those.