[MUD-Dev] Supporting RP+PG
Matt Chatterley
root at mpc.dyn.ml.org
Mon Jun 23 16:23:00 CEST 1997
On Sun, 22 Jun 1997, Huibai wrote:
> Thanks Caliban and Jeff for your comments.
> Here are my plans already:
I glanced down this list, and some of these targets meet things I plan on,
or have already implemented (or which someone has implemented) into my
game, so I figured I'd pass on my opinions (publicly).
> - hiding all statistics. (HP,skills,levels,etc.)
> health is a graphic % bar. they've got no idea
> what their absolute points are, only how hurt
> out of the whole.
Hmm, I've seen games using such displays - it's a good compromise between
the purely statistical, and purely theoretical (ie: HP:50/100 or "Your
whole body aches terribly"). Depending on your end aim, it might be
worthwhile considering using the latter.
> - therefore no players should notice advancement,
> which is incredibly minor anyway (2-3 hp). with
> stats less on their mind, hopefully they turn their
> play attention to:
Certainly desirable. There might be a gulf in power between A and B (B
being four times as experienced), but A would not notice as he grew more
powerful towards B's standard, unless he tested himself against B.. yuk
I'm yakking incoherently.
> - political system (nobles/leaders have power to
> influence the builders of their areas to make
> at least cosmetic changes.
What else do you plan on doing with politics, and are you going to work in
religions? (Pet topic).
> - games within the mud. there is a computer-
> controlled hexapawn player, plus a chessboard
> for player games, plus a couple other intellect
> games (ACRO-nym) for groups.
Very cute. :)
> - quests are not required for anything, but they
> will add to player abilities (improve language
> skills, increase popularity with NPcharacters).
Quests for me are sometimes required (for instance, to gain the support
of an NPC, they may request you perform a task first), and generally
optional, with some benefit at the end, or during.
> - since all-out RPers can hop into bodies, i'll
> encourage them to deal with 'assholes' in-theme
You hope. Dealing with 'assholes' is so difficult, I advocate simply
ignoring them, and relegating their treatment to admin.
> :>In bars and taverns, however, all race languages are 100%
>
> perhaps I'll limit this only to the game rooms, then, leaving
> bars and taverns for casual conversation with normal langs.
This would be good, thematic but not frustrating, hopefully.
> ambitious, yes - I want to see it work. if it doesn't, it
> doesn't, but I've got to try again...
> -john
>
Regards,
-Matt Chatterley
http://user.itl.net/~neddy/index.html
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)
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