Wolfenstein MUSH?



  • I would love to construct a Wolfenstein MUSH, with some of the codebases I already have, maybe minus my political control and sub-faction setup, and instead use hard factions via application.

    As far as I see it, you'd use a hard sci-fi/horror setting, dieselpunk like my associate is using at 4T MUSH (the DC Comics/Marvel game set in the 1930s), however with each belligerent (read: involved in the war) faction having a unique culture and technology basedlinked to the fighting. It would require a coded set after Command and Conquer, with an NPC platoon code and a commando code for fighting NPCs and other commandos.

    Each player would have two alts, one Allied and one Axis, in the varied factions per country, with three potential options: a leader, an officer, or a commando. Leadership available would determine theater (i.e., location of the conflict in theme terms), officers and the units granted for potential usage would determine campaign (i.e., the individual goals set by leaders), and commandos would be deployed as elite units to fight on either side.

    Would anyone be interested in this, as a game?


  • Tutorialist

    While I like the theoretical idea, you'd very quickly run into the issue of people playing nazis just wanting to be trolls instead of trying to legit tell a story, and people getting all kinds of upset that there are like -- nazis. And people are playing them.

    I see this going poorly, but if it could be done, it sounds fun as hell. Especially if no outcome is predetermined.



  • Well, if we have horror, sci-fi, and diesel, that could be a troll heavy environment.

    Perhaps, we will need to apply the logic of Eric Cartman, Fuck It Mountain, the son of a wrestling team member.

    We must adapt the comedy to the game, but as a series of three measures in discussion.

    First, simulacrum: approach as diminuitive, to force the problem to show itself as a display of its strength, truly its weakness.

    Then, the subversion, the movement to achieve dominance over the display of strength, by approaching with the inverse, the opposite concept in the abstract.

    Finally, the counter, the defeat of the problem and the learned solution, the disabling of the displayed weakness with the inversion's conclusion form, our policy.

    So, what is the weakness to a troll in terms of an Axis player (and there are more than three) that wants to be offensive, in their comedy. What can we find, if we force them to display this as their primary trait (with the proper courtesy of doing the same as Allies, a separate discussion), then applying the inversion of the logic to their consequence, for the policy solution, the gameplay factor in the theme?



  • Hard pass on any game letting players be nazis.



  • As far as I'm aware, the... overall point of Wolfenstein is to kill Nazis.
    So if you're having a Wolfenstein MU*, people will expect to kill Nazis.


  • Pitcrew

    I'm not exactly sure that the Wolfenstein setting/game is conducive to being a MU*. It's basically "Here is an excessive amount of firepower and ammo. Over there are a bunch of Nazis. Have fun!" There isn't much there to explore. It'd be like making a Doom MU*.

    About the only way to do it would be to have a new person get to be the hero every night and everyone else is a Nazi roleplaying another day in the Reich. The hero then makes their way through all the Nazi characters, RPing out how they filled each of the Nazis with enough bullets that they technically died of lead poisoning before bleeding out. I guess it would present a unique challenge for the player of the hero to write new ways of killing Nazis without getting bored after the 15th Nazi.



  • I actually have a theme news file base for a Doom MUSH, but I vastly expanded upon it, making it more of a new rendition of Taisch's Armageddon MUSH.

    I eventually decided that I had taken an intense FPS blast 'em up, and made it a slow, weird horror MUSH, and scrapped the idea.



  • @Chet said in Wolfenstein MUSH?:

    Well, if we have horror, sci-fi, and diesel, that could be a troll heavy environment.

    Perhaps, we will need to apply the logic of Eric Cartman, Fuck It Mountain, the son of a wrestling team member.

    We must adapt the comedy to the game, but as a series of three measures in discussion.

    First, simulacrum: approach as diminuitive, to force the problem to show itself as a display of its strength, truly its weakness.

    Then, the subversion, the movement to achieve dominance over the display of strength, by approaching with the inverse, the opposite concept in the abstract.

    Finally, the counter, the defeat of the problem and the learned solution, the disabling of the displayed weakness with the inversion's conclusion form, our policy.

    So, what is the weakness to a troll in terms of an Axis player (and there are more than three) that wants to be offensive, in their comedy. What can we find, if we force them to display this as their primary trait (with the proper courtesy of doing the same as Allies, a separate discussion), then applying the inversion of the logic to their consequence, for the policy solution, the gameplay factor in the theme?

    Almost everything you said here went right over my head. Game idea doesn't appeal to me at all, though.


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