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15:22, 1st May 2024 (GMT+0)

Homebrew: MUSM: redesign.

Posted by Alexei Yaruk-MundhenkFor group 0
Alexei Yaruk-Mundhenk
GM, 24 posts
A new and greater game:
we can make it possible!
Sun 1 Jun 2014
at 23:54
  • msg #1

Homebrew: MUSM: redesign

The original MUSM system is clearly broken. None of the various attempts to use it in actual games, of which there clearly have been several have EVER worked, largely due to it placing the vast majority of the burden of the game on the GM. Furthermore the system was never finished, there were supposed to be mechanical aspects to things like creating housing and factories and vehicles which were never designed or tested.

This is the site where the current incarnation of the rules is stored.
http://musm.wikispaces.com/

However I have lost the ability to update and control that site so I must either recover that or create a new locus for the rule update.

The rules to remember in this new thread are three:

1: K.I.S.S.

Keep It Simple Stupid. The system must be easy to learn and use, both on paper and in practice, but more in practice than on paper.

2: Players Do The Work.

The majority of the work must be done by the players, not the GM, so the GM can focus on the big picture. Ideally the game will be able to be played in a solo mode without any GM at all.

3: Nothing Is Sacred.

Other than the rules above everything is negotiable, from the game's mechanics to the difficulty levels to ideal play environment to advancement speed to even game focus. The terminus point of this process is supposed to be a game for running settlements over the course of their development but how we arrive at that point is completely open to negotiation and investigation.
This message had punctuation tweaked by the GM at 23:58, Sun 01 June 2014.
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