[MUD-Dev] Mud Settings
Stephen Zepp
zoran at enid.com
Tue Dec 30 18:15:54 CET 1997
Ling wrote:
>
> On Sun, 28 Dec 1997, Jon A. Lambert wrote:
> > On 27 Dec 97 at 15:21, Greg Munt wrote:
>
[plenty more snipped]
> > > Does anyone have a world with a detailed history?
>
> Just sit and doodle to your heart's contend, and hey presto! Seriously, I
> think one of the better methods of creating a world with detailed history
> is to play it as a game of some sort and writing it up afterwards. Take
> Twilight 2000 for example (I think that's the name of the paper rpg): For
> a few weeks/months, the staff played something they called 'The Game'. It
> was a strategy + diplomacy sorta affair based on the political situation
> of the world at the time. The staff all took it seriously, playing each
> country to their best interest. The end result was an alternative reality
> complete with consistant history.
>
> Hmm.. In fact, I might try doing this one day. Anyone willing to play? ;)
>
actually, I'm doing this within my mud. Players are designing the various racial themes,
and designing the estate structures around that theme, including resources, products,
effects, etc. They are givin a terrain map, and when I get the design evolved a bit more,
they'll be placed in a large overland map to interact how they feel. As long as the
system is balanced and stable, I predict that basically they will write the "history" on
their own...at least, it sounds good in theory!
Z
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