[MUD-Dev] \"An essay on d00dism and the MMORPG\"
Travis Casey
efindel at earthlink.net
Thu Nov 30 10:40:10 CET 2000
Wednesday, November 29, 2000, 7:14:09 PM, John Buehler <johnbue at msn.com> wrote:
> Travis Casey writes:
>> Which brings me to where I have an actual point. :-) For a strong RP
>> mud, names like "Captain Cornholio" are definitely out, but random
>> collections of syllables aren't a whole lot better.
>>
>> What I really like to see is names that are chosen to fit the world
>> background. In paper RPGs, that's easy to do -- there's only a dozen
>> or so PCs at most, and the GM can work with players on coming up with
>> names. On a mud, it's much more difficult; manually reviewing names
>> would be a pain for a large playerbase.
> [suggested solutions snipped]
> Another approach which I favor and which others seem to get nauseous about
> is an introduction system. Rather, that seems to be the name applied to the
> general area of what I prefer. When you enter the game, all the characters
> that your character 'knows', has little names floating over their heads - or
> however it should be presented. Initially, this will just be the town NPCs
> that your character knows.
[snip details]
Personally, I like introduction systems... but PCs still ought to have
real names, I think. This could get especially interesting in
conjunction with a magic system that uses the idea that true names
have power.
--
|\ _,,,---,,_ Travis S. Casey <efindel at earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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