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Lou,

Here are my thoughts regarding the new direction for the game:

1. I'd like to create a character-driven game that works much like table-top as far as personal attention is concerned. The idea would be to have a small group of players who can get together once a week or so and rp, and that those group scenes could also be supplemented by smaller scenes arranged by the players themselves and even solo fiction regarding their characters. Each scene/story would be logged here on the wiki and, when read in sequence, would amount to essentially a cooperative fantasy novel with a proper beginning, middle and end.

2. I think we can use a great deal of the theme for Connovar as initially envisioned. I would propose that the starting group of players all be young monks at the monastery. The opening sequence of events would essentially detail the collapse of the monastery to the madness of Shannath, spurring our heroes out into the wider world to discover a chain of events ultimately leading to the classic final confrontation with a great evil.

3. This format, I think, allows us to build and create theme as needed, though, obviously, broad brush strokes will be required in many different areas. We may even decide at the end of this, that Connovar is now so fleshed out an wonderful that we'd like to open it up to become a more standard-style mush.

4. I am happy to be the engineer of the overall storyline if you prefer to remain blissfully blind in that regard and to enjoy the 'story' as it unfolds. Or, if you, or other players want to be involved, we can work together on those details. There is even a third option where I master the overall storyline, but players can take up pieces of the puzzle to GM as they desire/are inspired.

What do you think?

New Game Direction by ConnovarAdminConnovarAdmin, 01 Nov 2010 18:44

The Prison of the God of Madness lies underneath the ruins of an ancient city. The inhabitants of that city slowly went mad, killing and torturing one another until there was no one left. Their ghosts still haunt the halls.

Now, a monastic order guards the tomb, living in the ruins of the city. They are focused on order and fighting against the encroaching chaos of the mad god’s influence. They hold madness at bay from the world by fighting its manifestations in the ruined city above the Mad God’s Tomb. Over time, the mad god’s touch affects them as well, and when they show too many of the signs of madness, they are purged from the World.

Like any monastic order, there is a hierarchy, and every monk takes a practical job that help sustain the commune, with the young performing physically demanding labor, regardless of faction.

The monastery accommodates both men and women, and though sexual relations (both hetero and homosexual) are understood to happen, their public expression is largely frowned upon. Pregnancy is strictly prohibited. All dormitories are co-ed and accommodate multiple monks.

Different ways of fighting chaos define the major factions and the nine sub-factions:
1. Intellectual Rigor (scholars/engineers/philosophers)
2. Physical Rigor (athletes/laborers/ascetics)
3. Spiritual Rigor (artists/servants/theologians)

Scholars: Study, catalogue and test the effects of the madness
Engineers: Build and maintain machines that fight the madness
Philosophers: Create tactics for fighting the madness
Athletes: Fight the physical manifestations of the madness
Ascetics: Fight the madness in themselves through strict forms of abstinence
Artists: Create harmony to fight madness
Servants: Tend to the those fighting the madness and their wounds
Theologians: Tend to the spiritual services of the monastery

Gifts of Order: Eidetic Memory, Danger Sense, Lightning Calculator, Artistic Prodigy, Quick Reflexes, Ambidexterity, etc.

Gifts of Madness: Hallucinations, Phobias, Delusions, Manias, Compulsions, Deformities etc.

Rough Theme Sketch #1 by ConnovarAdminConnovarAdmin, 28 May 2010 19:43

Cannon, above, should be canon. The first, as has been kindly pointed out to me, is a piece of artillery. :)

So, before I lay out my initial ideas about Connovar's theme, I'm going to try to present what I think are some of the qualities I've found in Mushes over the years that make them successful. I will only be looking at those ideas that have an impact on theme. Others, like active staff, stability, etc., will not be dealt with in this thread.

If you read this, either because I've invited you here or because you simply stumbled upon it, please feel free to comment and add your own thoughts and ideas. While I cannot promise I will share them, it is always good, I feel, to have a broad range of perspectives on a topic like this.

So without further ado:

1. A centralized RP area. This pretty much speaks for itself. While large grids can be fun to explore and offer players a lot of options and diversity for settings, in my experience keeping players in a tight grid inspires more rp.

2. A theme that inspires inter-player conflict… One of the keys to long-term success on a Mush, inter-player conflict does a number of things. First, since conflict is the core of story, it drives plot. Second, it alleviates some of the pressure on staff to create conflict for players. Third, it drives those players who are inspired by competition. Fourth, it provides an element of danger and darkness to the rp experience.

3. …while also forcing cooperation. I'm passionate about this. Not only does this inspire players who enjoy a sense of cooperation, but it promotes problem solving. A degree of IC conflict between players is great, as stated above, but the 'easy' out of killing or demolition is removed. This element provides staff not only with an ongoing source of plot material, but allows the use of some outside force to regulate inter-player conflict that threatens the balance of the game world. Finally, it prevents a grid where "I have to stay on my side and you have to stay on yours", giving players reason to seek each other out for a variety of rp regardless of faction.

4. A detailed game-world… There is an old saying that with discipline comes freedom. Applying this to the game world, a theme with great, specific detail actually frees the imagination rather than limiting it. It opens up possibility to players and allows them to build characters with established conflict, secrets, desires and fears. It also contributes to rp by ensuring that everyone shares a common vision of the world, one that they can make reference to at any time.

5. …that also allows for mystery and revelation. Still, games that are stuck on cannon, and that don't allow for growth and revision of theme, leave players feeling like there is nothing more to be learned. One of the most powerful tools in the IC kit of the wizard is his ability to inspire a kind of child-like wonder in the mind of the player. Further, mystery in theme allows for the easy development of plots to suck players into rp.

6. A theme that allows for players to create characters they feel are unique and specialized. I've seen the opposite of this a lot on MUSHes, a theme that lends itself to players creating the exact same player archetypes over and over again. When you have one order of knight and one group of mages that do one kind of magic, many players want to be the best knight or the best mage, etc, etc. The impulse is natural; for each player, the story they set out to tell is /theirs/ and they are the hero of it. And that is as it should be! A good MUSH makes each player /feel/ like a hero. There should also be enough room and specificity in theme however, to make a player's head spin at the number of options of they have for an awesome character.

7. A theme that allows players to feel a sense of growth and accomplishment. This is related to the point above. Whether it's improving stats in FiranMUX or a WoD game, the simple joy of levelling in a MUD, accumulating points that allow for special plots or items, or simply crafting a storyline that exquisitely details the emotional evolution of character, players want to feel like they are getting something back for their time beyond passing the day away. A good theme should allow for a sense of advancement without alienating characters who are new to the game.

8. A theme that inspires players to create and run their own tinyplots. A good theme should have built in hooks that give players enough information to run their own plots and enough interesting possibility to encourage them to do it.

9. A theme that allows for player impact on cannon and the shape of history. Much like with the hero idea above, players want to know that their contributions are having an effect on cannon and shaping the history of the world. Nothing is more frustrating than spending hours rping, planning and plotting only to have staff shrug and say 'nice try'. This is, of course, a balancing act, as the integrity of the theme and the codified sourced of conflict need to remain strong while still giving players a sense of forward momentum and the passage of time.

10. A theme that inspires players to consider their losses, as much as their successes, as valuable and beautiful elements of storytelling. I don't know exactly how to do this. But, boy, do I want to. If I can come up with a theme that helps players understand IC winning isn't everything, I'll be a very happy camper.

So that's it for now. I may add points down the road as they occur to me, but this is what I have so far. Please feel free to comment, question, provoke, challenge, etc. And thanks for reading!

Mike

What makes a good MUSH by ConnovarAdminConnovarAdmin, 27 May 2010 15:35
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