[MUD-Dev] Character evolution

Jon A. Lambert jlsysinc at ix.netcom.com
Sat Sep 6 01:47:07 CEST 1997


On  4 Sep 97 at 23:18, The Eternal City wrote:
> On Thu, 4 Sep 1997 clawrenc at cup.hp.com wrote:
> 
> > >> Of all the membership of this list, other than myself and Nathan, are
> > >> there __ANY__ not doing a fairly standard variation on a fantasy
> > >> world?  
> > >
> > >I don't know if this qualifies for avoiding your definition of
> > >'fairly  standard variation', but we are doing a fantasy world based
> > >on ancient (Republican) Rome (the game is called The Eternal City). 
> > 
> > I'm curious as to the extent of your approach.  What is the core of
> > your interest in that period for the game?  What are the base
> > mechanics which you think will provoke interest?
> > 
> 
> Mmm, where to begin?  I originally planned on doing a 'simulation' of
> Republican Rome via a text-based role-playing game. I was talked out
> of this by my partners mostly by the argument that fantasy sells and 
> history doesn't (as well). I still plan to do this at some point (when
> whether or not it sells isn't an issue :). 
>

Fascinating. I'm doing a simulation of ancient Greece. My assumptions 
rely on the principle that the myths are "true" and the science is 
"valid".  So it could be termed historical fantasy.

> So as far as 'extent' goes, there are two answers... We are using 
> many aspects and social structures of Roman culture and politics from
> that time period -- the senate, the magistracies, the military structure,
> the social class structure (except for the role of women. We've
> essentially eliminated that bias to allow women to fill any role in our
> world's society). We are also trying to stick close (straying again only
> slightly for playability -- e.g., we have a variety of lock mechanisms to
> make the locksmithing skill more interesting) to the technology,
> materials, architecture, etc. of the period. 
>

I have taken a wide time period in order to gather the most 
interesting aspects (c.1000-200 BC).  More fantasy in that regard. 
Social/political structures are from the later periods, while many 
Golden Age characters still abound. I am practicing sexual 
discrimination (both ways).  There will be playable and good roles 
for both sexes.  

> The reason I chose this setting is that it is an eminently suitable model
> for a complete role-playing world, one in which politics, economics, 
> military, and more traditional role-playing fare (adventure, skullduggery,
> thieving, magic) all have a place. The political arena of Rome at
> the time, especially, is utterly intriguing to me.

I hope to provide something very similar in the areas of politics, 
warfare, and economics.  

> The second part of the 'extent' response is that we are trying to model 
> a real world environment as much as possible. Although not nearly to
> the extent of a PhysMUD++, we are putting as much effort into the physical 
> environment as we are into, say, the skill system or other (what I'd call)
> purely gaming features.

I'm attempting to provide direct deistic control over the systems 
that control the world environment.  Apollo "controls" the sun 
directly.  Poseidon "directs" the seas.  Capricious use of these 
systems is possible and will be encouraged.

Jon A. Lambert



More information about the mud-dev-archive mailing list