[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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