[MUD-Dev2] [TECH] Randomly-generated Faction Names

Lachek Butalek lachek at gmail.com
Wed May 2 16:06:22 CEST 2007


On 4/30/07, cruise <cruise at casual-tempest.net> wrote:
> The faction name naturally has to match it's function - there's no point
> calling the king's guard "The Dark Avengers" or a thieves guild "Knights
> of the Dawn." While I do know the general alignment and goals of my
> randomly generated factions, it's judging the alignment of the name so I
> can match them up that seems a little trickier.

The obvious idea would be to associate each adjective and noun with an
alignment score, such that for example "Dark" would have a modifier of
"Evil 0.8" while "Dawn" would have "Order 0.7". So if a randomly
generated faction would be considered "Lawful Evil" to use a tired old
D&D term, the random name generator would have a much higher change of
picking "Order of the Dark Dawn" over "Shiny Happy People Holding
Hands", for example.

Of course, I'd still enforce some amount of human moderation, to
prevent funny names like "Doom of Evil" (are they good? are they bad?
could they have picked a lamer name?). How many factions could your
game have that human moderation cannot be made available?



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