No Wraiths, No Changelings. The ghosts and faeries that might
appear are going to be folklore-based NPCs, not White Wolf interpretations.
No bad guys. Evil icky nasties will be NPCs.
No Mokole. They're dead. No Nuwisha. They're missing. No Ananasi.
They're having problems. No Rokea. They're not worried about dry
land.
No Tremere or Setites. They're toast.
No New World Order or Syndicate type Mages. They're bad guys.
No truly icky Technocrat types. The current Technocrats are trying
their level best to be eco-friendly -- if they're not, it's because
of a fundamental misunderstanding of just what that is, not because
they're evil.
We want positive characters who will not cause potential OOC strife
as we try to establish the MUSH community. Player bad guys often cause
problems, even among the most mature of roleplayers. The major
bad guys will be adequately represented by the wizcorps and other
GMs at this point.
Garou, Bastet, Corax, Ratkin, Nitakk-Ita, Perunka.
Mages. "Hedge Mages." Kinfolk. Humans. Some vampires.
As long as it doesn't conflict with the bans, run it up the flagpole.
Player characters should be rich with background and plot hooks.
This translates to: twink in moderation. Twink for good story.
Vampires| Garou | Other Shifters | Kinfolk| Mages | Hedge Mages | Social Groups