Re: So you both are right ... sort of.standing_dragonFebruary 2 2009, 20:42:52 UTC
I... so very agree. This:
And this brings us to the most important point (at least for me): for a MU to be successful it must be able to incorporate and manage change -- the telling of stories demands it. Static relationships, characters and settings are anathemas to a successful MU.
Is succinct, and dead on. I'd add - "In fact, it may be that staff's only reason for existence is to manage player-pushed change and to insert thematic drift when things are too static
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Re: So you both are right ... sort of.basil_rtaFebruary 3 2009, 17:04:59 UTC
And there is where I have to disagree and point to the mantra that there can be no static characters -- setting propagated characters have to be included in this. While features have a primary thematic purpose (and I would argue that this purpose is more to promote the theme, preferably by example, than to shepherd it), they have to be played and with play comes change
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And this brings us to the most important point (at least for me): for a MU to be successful it must be able to incorporate and manage change -- the telling of stories demands it. Static relationships, characters and settings are anathemas to a successful MU.
Is succinct, and dead on. I'd add - "In fact, it may be that staff's only reason for existence is to manage player-pushed change and to insert thematic drift when things are too static ( ... )
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