<!-- MHonArc v2.4.4 --> <!--X-Subject: Roll-playing --> <!--X-From-R13: YunabarNnby.pbz --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by mx01.ca.us.ibm.net id 863463515.20289-1 Mon May 12 18:58:35 1997 --> <!--X-Message-Id: 970512145814_-1499961346#emout14,mail.aol.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Roll-playing</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:Khanone#aol,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00410.html">Previous</a> | <a href="msg00411.html">Next</a> ] Thread: [ <a href="msg00417.html">Previous</a> | <a href="msg00442.html">Next</a> ] Index: [ <A HREF="author.html#00409">Author</A> | <A HREF="#00409">Date</A> | <A HREF="thread.html#00409">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Roll-playing</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Roll-playing</LI> <LI><em>From</em>: <A HREF="mailto:Khanone#aol,com">Khanone#aol,com</A></LI> <LI><em>Date</em>: Mon, 12 May 1997 14:58:19 -0400 (EDT)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> After giving serious thought to how to introduce roleplaying to a game that makes use of mechanics, and based on the experience I had when playing on a certain MUD, I thought I'd put forward these ideas to you all, and let you comment upon practicality and feasability. XP from fighting is small - awarded on a hit-by-hit basis. XP is shared between group members, relative to their "level" (I was actually thinking of using the term "fame" instead of level - very similar to the way Avalon does it, I believe). However, fighting is just one of many ways to gain experience. An XP bonus is applicable when using special abilities - like, a character picking a lock (it's not limited to just thieves - any character may attempt it, whether they have the skill or not), gets a small bit of XP when successful. (very small - may only be a few points), or casting spells. XP awards from successful completion of quests. These awards are fixed, and the amount varies dependant upon difficulty. It may be possible that a character may gain several levels from completing the quest. Some quests can be completed several times, but the majority of them will be once only. If "monsters" are aggressive, or some sort of behavioral system is constructed to govern their behaviour, then "risk" is always going to be a factor here. It's quite likely that players may die several times in attempting the quests, at least at first. Each new level, they'd have another crack at it. Also, there are the more cryptic quests ... A loose flagstone in a back alley in a town requires the application of a crowbar - revealing an item, which is used for another quests (quite lengthy chains can be built up). Players explore, they notice the world around them (in Diku-MUD's, how many players actually look at the descriptions first, and then the mobs?) It may be possible to attach alignments to quests - so that modifiers to the XP could be awarded. (Evil characters who aid a good character, get a less XP (perhaps even none!) than those who do good.) Towns are generally lawful areas, where any who break the rules get an "offender" status. Repeat offences may result in becoming an outlaw, and being attacked on sight by city officials. So, mugging that merchant may not be such a good idea. If you become an outlaw, you can't enter the cities by the usual means (the gates), and alternative entrances may need to be sought. It may well be possible that an Immortal who has been watching on affairs in the realms can set up quests on the spot. (An evil character killed a high city official - he was resurrected, but now wants the varmit who killed him. And is willing to pay a substantial reward, as well as give a small skill bonus in barter, or a special item, or something). Heavy usage of quests get players involved. The game I play most often, called Terris, has hundreds of quests. Now, while the way that game implements them is far from ideal, it gaves players a sense of adventure. Players often run out of room in their backpack for carrying "possible" quest items ("Hey, I found this purple flower. It's probably needed somewhere for a quest, but WHERE???". And "Dang, I've tried giving 6 different types of flower to this healer, but none of them are the right herb she requires.") Further possibilities for consideration (in association with quests, perhaps, or perhaps not) is player-run shops. Players may purchase deeds to open up a shop of some kind, and they will need to stock it with various items, and price competitively. Stock is limited, etc. When items are purchased, a small percentage of the price goes to the city treasury, and the rest goes to the player. (Perhaps even give one or two points of experience to the owneer when purchases are made?) It opens up the possibility of an alchemist creating potions for sale, who is always seeking empty vials (the vials themselves are fairly expensive) And they need to go out and seek ingredients, or purchase them themselves. It may well be possible to gain levels from just doing this, but it's sure going to be slow, even with a high demand, and that's even considering that the person doesn't run out of cash, in paying rent for the shop. As an idea of repeat quests, characters can become travelling merchants, supplying cities and shops with necessary materials, and so on (have a pseudo-economy - players can assist, but there is an "assumed" idea that the minimal needs of a city are already being met, whether a player does the quest, or not.) Anyway, while most of the above should be possible to code, would it be desirable in that format? Thoughts, anyone? Orlando. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00442" HREF="msg00442.html">[MUD-Dev] re: Role-playing</A></strong> <ul compact><li><em>From:</em> Marian Griffith <gryphon#iaehv,nl></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00410.html">Re: [MUD-Dev] Re: Administrative notes</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00411.html">Re: [MUD-Dev] Re: Random plotlines</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00417.html">Abnother RP paradigm</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00442.html">[MUD-Dev] re: Role-playing</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00409"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00409"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Disk v. Mem</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00486" HREF="msg00486.html">Re: [MUD-Dev] Disk v. Mem</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 16 May 1997, 01:12 GMT </LI> <LI><strong><A NAME="00448" HREF="msg00448.html">Re: Disk v. Mem</A></strong>, Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Wed 14 May 1997, 09:48 GMT <UL> <LI><strong><A NAME="00475" HREF="msg00475.html">Re: [MUD-Dev] Re: Disk v. Mem</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 15 May 1997, 05:50 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00417" HREF="msg00417.html">Abnother RP paradigm</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 13 May 1997, 10:19 GMT <LI><strong><A NAME="00409" HREF="msg00409.html">Roll-playing</A></strong>, Khanone <a href="mailto:Khanone#aol,com">Khanone#aol,com</a>, Tue 13 May 1997, 01:58 GMT <UL> <LI><strong><A NAME="00442" HREF="msg00442.html">[MUD-Dev] re: Role-playing</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 14 May 1997, 04:58 GMT </LI> </UL> </LI> <LI><strong><A NAME="00405" HREF="msg00405.html">Late introduction</A></strong>, Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Mon 12 May 1997, 23:39 GMT <LI><strong><A NAME="00404" HREF="msg00404.html">unsibscribe</A></strong>, Carter T. Shock <a href="mailto:ctso#umiacs,umd.edu">ctso#umiacs,umd.edu</a>, Mon 12 May 1997, 22:51 GMT <LI><strong><A NAME="00390" HREF="msg00390.html">Re: [MUD-Dev] Introduction</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 12 May 1997, 13:04 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>