@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.