Both sides previous revisionPrevious revisionNext revision | Previous revision |
makeamuck [2022/07/26 15:32] – ari | makeamuck [2022/07/26 15:35] (current) – ari |
---|
And I think I need to start by telling you why what you want to do is a bad idea. You probably won't listen, but I implore you to read this section before reading the rest out of respect for the person who took the time to put this information together for you. | And I think I need to start by telling you why what you want to do is a bad idea. You probably won't listen, but I implore you to read this section before reading the rest out of respect for the person who took the time to put this information together for you. |
| |
First off, usually the request for information is accompanied with an assurance. "I'll still play hear", they will say, or "I won't take players from here" they might say. That's actually a fallacy. I believe the best way for a roleplay based MUCK to survive is to gather as many people as possible under a loose theme so that you can have the largest possible population of people that want to roleplay under one roof. | First off, usually the request for information is accompanied with an assurance. "I'll still play here", they will say, or "I won't take players from here" they might say. That's actually a fallacy. I believe the best way for a roleplay based MUCK to survive is to gather as many people as possible under a loose theme so that you can have the largest possible population of people that want to roleplay under one roof. |
| |
Hope Island is reasonably close to being that, and that is why it is "successful" (arguably). The more splintered MUCKs and the more specific themes get, the more spread thin the pool of people who want to roleplay, and the less people show up on these MUCKs. And ultimately, the whole batch of them die due to people leaving MUCKing or going back to the big ones. | Hope Island is reasonably close to being that, and that is why it is "successful" (arguably). The more splintered MUCKs and the more specific themes get, the more spread thin the pool of people who want to roleplay, and the less people show up on these MUCKs. And ultimately, the whole batch of them die due to people leaving MUCKing or going back to the big ones. |
* Roleplayers. People actually looking for roleplay. The players you want to court! These are different from showboaters because they don't care about the audience, they just want to play a game and escape the RL world for a bit. They're different from the Very Specific Thing crowd because they want to play a wide variety of experiences. Sex may be part of it, but it isn't all of it. | * Roleplayers. People actually looking for roleplay. The players you want to court! These are different from showboaters because they don't care about the audience, they just want to play a game and escape the RL world for a bit. They're different from the Very Specific Thing crowd because they want to play a wide variety of experiences. Sex may be part of it, but it isn't all of it. |
| |
There's probably other reasons, and sometimes you have someone out there for more than one reason, but I think those categories are broad enough to get the major use cases. | There's probably other reasons, and sometimes you have someone out there for more than one reason, but I think those categories are broad enough to get the major use cases. Why do I mention these? To show that the people actually interested in playing on your MUCK are actually a sliver of the pie. So how big is the pie? Let's consider that next. |
| |
===== How many MUCKers are there? ===== | ===== How many MUCKers are there? ===== |
| |
* Break down tech skills | * Break down tech skills |
| * Policies and theme (and how these can shoot you in the foot) |
| * Attracting differnet player types |
* referal link to my digital ocean | * referal link to my digital ocean |
* link to different guides, etc. | * link to different guides, etc. |
| |