Ritual magic in the World of Darkness is designed, and balanced, around a game where participants are all sitting around the same table, with a constant Storyteller presence and a limited amount of game time. A player in a tabletop game who wants their character to stay at home for a week casting rituals is likely either to be met with objections from other players who are reluctant to stay idle for a week of IC time, or to have the Storyteller ensure that extra time expenditure carries with it some meaningful tradeoff (e.g., the enemy has more time to gather their forces and is now stronger; the enemy accomplishes some intermediate objective in the meantime; senior NPCs notice the that character is able to devote this large chunk of time to ritual casting and decide that they aren’t being kept busy enough; etc.)
These balancing factors largely don’t exist in a MUX environment with limited Storyteller time and availability, where players often know when a major scene is going to occur well in advance, and where there is very little cost to enacting a ritual that grants benefits later in exchange for actions now as long as one takes care to enact it when actions now are superfluous. Rather than try to limit their utility via various staff-imposed ad-hocery during the course of +requests involving these abilities, we have opted to modify some ritual abilities to better reflect the differences between the type of game they were designed for and the type of game that TowersMUX is.