[MUD-Dev] Guild/skill/spell relation (or "webs")
Petri Virkkula
pvirkkul at iki.fi
Wed Jan 6 02:43:21 CET 1999
In BatMUD there is web of guilds rather than skills/spells
though in the practice the system results a skill/spell web
too.
The idea behind the system is following:
When a player creates a new character (or when he/she
is reincarnated by a druid with reincarnation spell
[1] he/she first chooses a race. Some of the races are invite
only (eg. vampire race [2] requires invitation which is just
logical). The player gets some sort default bonuses, instrinct
skills/spells, initial skill/spell percentages, etc. based on
the chosen race.
After choosing a race, the player must choose
background. There five different backgrounds available [3]:
1) Civilized background
2) Evil Religious background
3) Good Religious background
4) Magical background
5) Nomad background
A background represents what the player is taught by his/her
"parents". There are 15 levels in all backgrounds, ie. the
player must/can advance 15 levels before he/she can/must make
the "final" choice what kind of character he/she wants to have
(though race and background selections already limits slightly
available choices).
After the first 15 levels player can join one or more
guilds. A guild might have joining requirements, for example
"The Master Merchants" [4] guild requires that members have
the civilized background. A guild might have other
restrictions too: a skill/spell must have been
practiced/studied to certain percentage, must have explored
certain percentage of the world (see "The Association of
Mystical Navigators" [5]), gender must be male/female,
etc. etc.
There can be requirements for advancing levels inside a guild
too. A guild level often says how high percentage a
skill/spell can be trained/studied (there is also a racial
maximum: for example giants cannot study spells to high
percentage).
A player can join to multiple guilds as long as joining
requirements are fullfilled (and a guild might prevent
joining to oppositing guild).
There are more details in the system, but the net effect of it
is that players can choose from web of guilds which directly
results a web of skills/spells. Skills/spells are often
granted from guilds though there are also common ones
available to everybody.
There is also relation between skills and spells: for example
it is a good idea to train "Cast Fire" skill if you are using
spells that have cast type "fire". Without knowing an
appropriate skill, you are trusting to your luck (and luck is
affected by various things, eg. state of the moon).
The whole point is that there is not much web of
skills/spells. We think that guilds is place where characters
are taught skills/spells, and that makes the skill/spell web
for the players. The system is already over 4 years old and
is based on experience gathered in 4 years before it was
introduced.
We have still the original 4 years old design document
(which is not up-to-date anymore) of the system. I could post
it if it is ok to add such restriction to it that it should
not be redistributed outside the mailing list (and the mailing
list archives). I am not sure if a such restriction is against
the list rules.
Petri
References:
[1]
<URL:http://www.bat.org/Batmud/mudinfo/spells/reincarnation.html>
[2]
<URL:http://www.bat.org/Batmud/mudinfo/races/vampire.html>
[3]
<URL:http://www.bat.org/Batmud/mudinfo/backgrounds/index.html>
[4]
<URL:http://www.bat.org/Batmud/mudinfo/guilds/the_master_merchants.html>
[5]
<URL:http://www.bat.org/Batmud/mudinfo/guilds/the_association_of_mystical_navigators.html>
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