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Old 09-21-2009, 06:50 PM   #29
Nymeria
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Join Date: Apr 2008
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Re: What are the differences between a MUD and a MUSH?

Like misao, I have no problem roleplaying fear (or indeed any other emotion) without there being code that enforces certain consequences. For me, and many others with me, roleplay is to imagine those feelings. I don't need code to tell me anything, though occasionally it is fun. For example, I think its fairly boring to negotiate the outcome of a joust, so that's why we have coded support for that. It also goes faster, so code can definitely be helpful in scenarios where there are a lot of decisions that otherwise need to be made OOCly.

The strict separation of IC and OOC is, for the most part, very much a MUD thing. On MUSHes, you can generally have quite a lot of OOC information at your disposal, but it is also true that you shouldn't misuse that information. If I use +where to see that player A is in player B's bedroom, then it would be wrong of me to act on that as IC knowledge. On the other hand, if I see players gathered in a public location, I can come up with an IC reason for why my character would go there so that I can join in the roleplay.

If you expect things to work exactly as on a MUD when you're on a MUSH, then you will definitely be disappointed and you will probably not have much fun at all. Doesn't mean that one way of fun is better than the other.
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