@Pyrephox That’s a VERY effective tactic, actually, and kind of goes along with what I mentioned about Alibi.
A lot of times players might use a LARP character to get some kind of catharsis about things they went through but on the other side, and it lets them work out some feelings. Particularly if they fail.
That’s, I think, one of the main things that separates the Nordic style of LARPing from conventional RP (like combat LARPing or more common RP) - there seems to be a lot more willingness or even emphasis on losing. I have a philosophy that I teach when I am doing a workshop that losing can lead to better RP, and one bit of guidance that I give players is “If your character is presented with a choice and you as a player know one is the wiser one, pick the other choice and have some fun with it”.
I haven’t had enough experience with MUing to draw any kind of real conclusion, so take it with a grain of salt, but it SEEMS to me like there is a greater emphasis on winning and characters coming out on top (as you mentioned) here. Which isn’t surprising because your character winning is a core element of almost all RPGs. It’s not a BAD thing, per se. We all want to be the heroes of our own stories.
But what I think about is that if we want to win, we have to succeed at various things and other players may be opposed. If we want to LOSE, we can make sure we lose on our own, and failure is more often guaranteed.
So (for example) if you are in a LARP set in high school and you want the catharsis of overcoming a bully, don’t play an analogue of yourself and hope to overcome the bully. Play the bully and make sure that someone else’s analogue of yourself overcomes YOU. You’d be amazed how well THAT leads to a Golden Moment or something like that where it helps you release your pent-up inner emotions.
(Yes, I realize this is a direct counter/parallel point to what you said about MUshers trying to have their characters have a “better” life than their players. I’ve found that having your characters have a WORSE life than their players can help exorcise negative feelings through proxy.)