In this part of the MUSH 101 tutorial, we will cover how to create a character and start telling stories.
So far we’ve used a guest character to log in and chat with people. But to play the game fully, you’ll need a character of your own. First, you’ll need a name. MUSH character names are usually the character’s first name, but sometimes people use a last name or a nickname. Be consistent with the game’s setting (e.g. don’t be Lancelot on a zombie game or Bob in a fantasy one) and avoid picking names that come directly from books and movies (e.g. no Skywalkers).
Once you’ve got your name in mind, make your character using these steps:
create <name> <password>to make a new one.
Congratulations – you have your very first MUSH character!
Many games require you to flesh out your character in a process called Character Generation (Chargen for short). You’ll often choose some Skills to quantify what your character is good at, write a Description so other players know what they look like, and possibly even a short Background Profile (like a mini biography). These details will be reviewed by the game’s administrators to make sure that the character is a good fit for the game. Once you’re reviewed and approved, you’ll be able to play.
A MUSH will have plots of different shapes and sizes, just like a TV show.
There will be major plots, which stretch out for longer periods of time and involve large numbers of players. On a zombie MUSH, you might have a plotline where the characters try to develop a zombie vaccine.
Individual players will have minor plots. These will often be short (sometimes no more than a scene or two) and involve fewer players. On a zombie MUSH, you might have a plotline where a few people go out to hunt for food.
A lot of scenes are just fluff, filling the time between plotlines. Fluff scenes usually involve one-off social encounters – drinks at the bar, a chat in the park, etc. These may not be the most thrilling scenes in the world, but they’re important. If you want to do a plotline where your character has to deal with their long lost father returning to town, nobody’s going to care unless you’ve first spent time building up connections with other characters.
The primary storytelling element on a MUSH is the scene. It’s just like a scene in a novel or a TV show – a snapshot of the characters’ lives. There are several steps toward making a scene a successful.
It takes at least two people to play a scene, so you’ll need to coordinate with someone else. The easiest way to do this is simply to ask on the public chat system.
<Chat> Faraday says, "Anybody up for a scene?" <Chat> Jo says, "Sure. What did you have in mind?"
Don’t be offended or discouraged if the answer at any particular moment is ‘no’. It’s like any social activity – sometimes people are busy doing other things or just not in the mood.
Figuring out what to play can be the hardest part. Sometimes it will be obvious, like if your character is injured and the other character is a doctor. Other times it can feel like the lead-in to a bad joke: “So a schoolteacher, an outlaw and a barber walk into a bar…” Be creative! Sometimes the best scenes come from the most random collection of characters.
A MUSH has an entire virtual world available. Where is your scene going to be set? The hospital? The bar? The woods outside of town?
The easiest scene to do on any MUSH is a ‘meet and greet’ at a public place, like a bar, a park, or the town square. Once you get familiar with a MUSH, you’ll learn where the popular hangouts are. When you’re new, don’t be afraid to ask.
Once you’ve gotten the characters together, the next step is for someone to set the scene by writing a paragraph to establish a few key things:
That can seem like a lot, but it can be distilled into a simple paragraph. Here’s an example (from a Battlestar Galactica game, incidentally):
The sun is just starting to go down, painting the sky all sorts of pretty colors over the spaceport. Cate is sitting on the grass near the edge of the runway, leaning back on her arms. She idly watches the ground crews working on the aircraft in the distance. Wires run from earbuds to a small music player clipped to a belt loop.
To write a scene set, you use the emit command (
@emit <message> or
emit <message> depending on the game). Emits are only shown to players in your room.
After the first person sets the scene, everyone takes turns writing a paragraph in round-robin fashion. These are called poses. (The name comes from the idea of ‘striking a pose’ with your character.)
Your pose should include:
Here is an example continuing the scene after the set in the previous paragraph:
The rumble of an engine punctuates whatever Cate is listening to from her music player, though it’s far closer than the distant aircraft engines. A black motorcycle is skirting the edge of the runway, it’s matte finish beat to hell and back and looking as if it were pieced together from a chop shop rather than a showroom. The rider is motoring along sans helmet, Ari dropping the throttle to let the machine coast the last few feet until he has to put a foot down to keep his balance. He drops the kickstand and kills the engine, dismounting with a swing of his leg. He comes out here for privacy, and yet here is someone else encroaching on his make believe territory. Angling himself into her sight line, he gives Cate a single twitch of his hand in a wave.
A perplexed expression creases Cate’s brow when she hears the motorcycle, which turns to one of mild surprise when Cole drives up. She raises a hand briefly to return the wave, then pulls the earbuds out. “And he has a motorcycle too,” she comments lightly. “You’re really working the ‘bad boy’ image there. Hi,” she adds, as almost an afterthought.
You can write your poses using the same
emit command you used for the scene set. There’s also a pose command that puts your character’s name in front of what you type:
:<message> - For example,
:waves. will pose “Cate waves.”
A few tips about posing:
Once you’ve gotten the basics down, I highly recommend reading the article Give Your Roleplay Sparkle, an amazing tutorial that’s all about making your poses engaging and memorable.
Whether a scene has reached its natural conclusion, or it must be cut short due to pesky thing called real life, all good scenes must come to an end. Here’s how that motorcycle scene ended, after a little chat by the runway.
Cate smiles a little, “I’ll see you,” she yells back over the motor. She watches him drive away for a few moments before tucking the earbuds back in her ears and returning to her chilling out.