Difference between revisions of "Vampire/Philosophy"

From Fulcrum MUSH Wiki
Jump to navigation Jump to search
m (Protected "Vampire/Philosophy" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading])
 
(No difference)

Latest revision as of 10:25, 31 January 2022

I believe that Vampire is the most natural sphere to be on a MUSH. While the game system is made for tabletop and LARPing, Vampire has the unique ability to be able to be active when no staffer is nearby. Every PC has to decide whether that other NPC or PC is actually their friend, their enemy, or out for themselves.

Vampire staff is not here to be the antagonist; we are here only to reflect the world’s reactions to your actions. You are the protagonists of the story; without your agency, without your decisions, Fulcrum does not exist. While some of the NPCs are antagonists, they are not here to ‘win’ against you, but like in most good fiction, be the obstacles to your own hero, in the Campbellian sense. Since this is a game of personal horror, the stories can vary from great plots against the Authorities to personal angst over the friendly neighbor who may have seen too much.

To re-iterate, this sphere doesn’t penalize you because you did something IC staff doesn’t like – if it is hidden, if no one in the world can find out about it, you won’t be ICly penalized for it. However, NPCs will react to you, even if no PCs are involved. This is not competing against a PC – this is doing what staff should do – provide a realistic reaction of the world around you, mortal and immortal, to what you do. It is always the belief of this Vampire staff that the greatest engagement and fun comes when players understand that their actions can change the world. However, that means, the world may sometimes not like the change. Reactions aren’t OOC lessons.

I do not win if you fail, likewise I do not win if you succeed. I only win if you feel your actions are done in a believable world where you have agency.