Before we jump on the question of how a mud player can learn the tricks of valuable role of MUSH players games, we need to clarify the confusion - what is the difference between a mud and a MUSH? Well, in short, a MUSH has no built in combat system, very limited predefined actions and depends heavily on the long, writings of the custom poses (what many players IRL know as emoting). Players are supposed to be a fight against a monster with a group of his teammates, write each action or simply trade one element with another player. Each player has their own style and the write speed, but most of the poses are one paragraph long, on average.
What a mud player can learn a game that has such a very different system? For one, in depth. Take, for example, a trade between two players of a single element. While in a mud, some may pay attention to the element of advertising and then perhaps negotiation of price, the transaction itself is quite simple and involves very little interaction on a personal level between the buyer and seller. However, MUSH players take a step further by a complex client-client relationship role games. The merchant may attempt to cozy up to his client in the hope of obtaining a regular customer, while the customer could play the role of a parent take note! shopping for their children. The possibilities are endless, and when the game is not so heavily focused on the accumulation of actual wealth or more level, players explore these alternatives more fully.
It is true that, unless you're doing, or in a strongly established roleplay, paragraph emotes in sludge scene may not be the right pace for the game, players should always keep in mind the fundamental concepts of roleplay MUSH. For all the players out there who complain that they have not the opportunity to engage in significant role play, you must all keep in mind that all interaction is potentially a great chance to put in place a scene which is just a new friendfoe, rival, who knows? Instead of silently to help a friend hunt their way to dragon, start some conversation of character. I do not speak of "man, I almost return died there", but something more specific to your own character. Try to really take advantage of the unique settings for each game, the stories behind the quests you make and personality that you play. Think like a leader and use as much lore and in the game know that you can to set up a scene which is both pleasant and also convincing.
Many people take the idea of role-playing as setting just a few default emotes to use both completely random. "Name fiddles with her dress" every five minutes generally does not equate to quality roleplay. It is good to have some coherent actions that defines your character, content is more important than frequency. Roleplay speaks of interaction. Sitting in a crowded room and sending 3 lines blurbs makes fair you seem to be attention seeking. Instead, try hitting the conversation and then react to what other people do. React is the key word here - it make your actions much more useful and interesting because, face it, it is not too compelling to watch someone speak, well, themselves (although some may argue it can be fun...).
On the reverse, if you see someone emoting to anyone in particular, they could role play tent, in which case jumping in could be just the trick to get a good conversation has begun. Just be sure you're not interrupting anything or being too insistent. Subtlety is key, and the lack of it can ruin an Exchange perfectly well. Conscious dog and often use OOC messages to set the limits or to test the waters. Some players are not as OOC communication during scenes because it ruins the immersion, but others like to resolve the problems of time, the ideas of the scene and the like. Speaking of differences in the attitudes of role play, each player is different, and a good player can learn to adapt to different styles.
Sludge can move at a pace faster than semi-décrochage, but it boils down to the interaction of the player and to maintain a high quality that zone is common across the two styles of game. Role play is available in a hack and slash mud as in an executed RP MUSH because this is what players consist of it. If your character to level 80 wants to have a conversation detailed with another character on his preference for the location of the hunt, add a little history of gaming to your discussion. If you feel like giving a newbie, a visit to your city complete with chest proud that a few puffs and recommendations of the popular dishes, nobody is stopping (make sure only the other player has a - time for a bench grinder b - real interest in a tower). It is your choice of role play, and that the choice is always available to any player of mud, then take the initiative and stop waiting for the role play to come find you!
What a mud player can learn a game that has such a very different system? For one, in depth. Take, for example, a trade between two players of a single element. While in a mud, some may pay attention to the element of advertising and then perhaps negotiation of price, the transaction itself is quite simple and involves very little interaction on a personal level between the buyer and seller. However, MUSH players take a step further by a complex client-client relationship role games. The merchant may attempt to cozy up to his client in the hope of obtaining a regular customer, while the customer could play the role of a parent take note! shopping for their children. The possibilities are endless, and when the game is not so heavily focused on the accumulation of actual wealth or more level, players explore these alternatives more fully.
It is true that, unless you're doing, or in a strongly established roleplay, paragraph emotes in sludge scene may not be the right pace for the game, players should always keep in mind the fundamental concepts of roleplay MUSH. For all the players out there who complain that they have not the opportunity to engage in significant role play, you must all keep in mind that all interaction is potentially a great chance to put in place a scene which is just a new friendfoe, rival, who knows? Instead of silently to help a friend hunt their way to dragon, start some conversation of character. I do not speak of "man, I almost return died there", but something more specific to your own character. Try to really take advantage of the unique settings for each game, the stories behind the quests you make and personality that you play. Think like a leader and use as much lore and in the game know that you can to set up a scene which is both pleasant and also convincing.
Many people take the idea of role-playing as setting just a few default emotes to use both completely random. "Name fiddles with her dress" every five minutes generally does not equate to quality roleplay. It is good to have some coherent actions that defines your character, content is more important than frequency. Roleplay speaks of interaction. Sitting in a crowded room and sending 3 lines blurbs makes fair you seem to be attention seeking. Instead, try hitting the conversation and then react to what other people do. React is the key word here - it make your actions much more useful and interesting because, face it, it is not too compelling to watch someone speak, well, themselves (although some may argue it can be fun...).
On the reverse, if you see someone emoting to anyone in particular, they could role play tent, in which case jumping in could be just the trick to get a good conversation has begun. Just be sure you're not interrupting anything or being too insistent. Subtlety is key, and the lack of it can ruin an Exchange perfectly well. Conscious dog and often use OOC messages to set the limits or to test the waters. Some players are not as OOC communication during scenes because it ruins the immersion, but others like to resolve the problems of time, the ideas of the scene and the like. Speaking of differences in the attitudes of role play, each player is different, and a good player can learn to adapt to different styles.
Sludge can move at a pace faster than semi-décrochage, but it boils down to the interaction of the player and to maintain a high quality that zone is common across the two styles of game. Role play is available in a hack and slash mud as in an executed RP MUSH because this is what players consist of it. If your character to level 80 wants to have a conversation detailed with another character on his preference for the location of the hunt, add a little history of gaming to your discussion. If you feel like giving a newbie, a visit to your city complete with chest proud that a few puffs and recommendations of the popular dishes, nobody is stopping (make sure only the other player has a - time for a bench grinder b - real interest in a tower). It is your choice of role play, and that the choice is always available to any player of mud, then take the initiative and stop waiting for the role play to come find you!
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