<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: roleplaying farmers? --> <!--X-From-R13: [vxr Z Yrfy <zyxrfyNpcvagrearg.pbz> --> <!--X-Date: Tue, 30 Jun 1998 11:38:51 -0700 --> <!--X-Message-Id: Pine.LNX.3.96.980630133722.407D-100000@localhost --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199806301734.KAA09084#under,engr.sgi.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: roleplaying farmers?</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:mlkesl#cpinternet,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="msg01269.html">Previous</a> | <a href="msg01271.html">Next</a> ] Thread: [ <a href="msg01273.html">Previous</a> | <a href="msg01262.html">Next</a> ] Index: [ <A HREF="author.html#01270">Author</A> | <A HREF="#01270">Date</A> | <A HREF="thread.html#01270">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: roleplaying farmers?</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: roleplaying farmers?</LI> <LI><em>From</em>: Mike L Kesl <<A HREF="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</A>></LI> <LI><em>Date</em>: Tue, 30 Jun 1998 13:42:03 -0400 (CST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> This post is a bit messed, because, as it was my first, it got sent back to me with the error message about not being able to post. That was a while ago, and my brain is to jumbled to check over what I said or try to make it clear, so I will just send it off shamelessly. > The question that comes to my mind here, is what is it that the MUD > system itself needs to provide? Perhaps I'm being too cynical, but it > seems to me that in order for such a flexible MUD to work, allowing lots > of people to role-play lots of different types of roles, you need the > cooperation of the player-base so as to not mess up the role-playing. > For example, if someone role-plays a farmer, there are likely lots and > lots of ways where nasty players could mess up that role-play. Burn > the farm, kill the animals, pollute the water supply, pour salt all > over the fields, attack the farmer, etc., etc. Well, the way I have always seen it handled, handled it myself as a player, and encouraged handling of it as an admin, is that if a certain "nasty player" were to do nasty things, they would not get away with it. I have always thought and allowed/suggested thatthe players themselves take care of the problem, that is the roleplaying environment I have created and hope to create again, except this time with much more mechanics. i.e., in my old mud the idea of being a farmer would have been unheard of because of code limitations. However, in the new system, if someone was a farmer and some jerk ruined his crops, then that jerk would be in for some punishment, decided by the farmer, and his friends...and his family and whoever else wanted a piece of the action. And even after exacting retribution this ordeal might not end, could go on to form other friendships and rivalries, or just die out. So many things could happen, the long term ones mostly decided by the players' roleplay. > To my cynical mind, the problems only go away if you can manage to keep > out of the game all those players who would want to mess it up. Assuming > that, what features need to be added to the MUD system to make the > role-play easier? Start with somthing that *just* has emote support - what > would be the next step? What are the sequence of steps that the MUD > builder could go through to make the game more and more fun for the > roleplayers? As I see it, any person can roleplay a "problematic" character and be allowed in the game. They may be killed by a posse, ending their character's life, but that is part of the life. Roleplaying such a character can be fun, as can roleplaying the other side, I think both are needed in human controlled form. On the other hand if a person is playing a problematic character and can not deal with his/her character being killed every time days after creation, then they will either find a new place to play, or become excessively and out of character-ly problematic. In the latter case, I would simply ban them, they do not understand the game and the roleplay involved. > Sure, you could say things like "implement farming", "implement economies", > "implement ecologies", etc., but those are an immense amount of work, and > we haven't yet proved that such a MUD would be of any interest to anyone. > So, lets start smaller, and make sure that what we could end up with is > of interest to role-players, so that the implementation effort isn't just > going to be wasted. I plan on giving such things a great chance of being implemented. It may be work, but it will be fun. And I have seen a good handful of muds that give the _sort_ of thing I want while still being greatly successful. I see there being great differences in mud types out there, and most often in my old mudding days, I would not even telnet to 98% percent of the muds on the mudconnector listing. As far as starting smaller...well, yeah I suppose that is one way to do it, but I plan on creating an advanced world, starting out with tools that builders(who are usually good rp players) can use to begin the rich world while I develop new mechanisms for interacting with that already designed flexible world. I guess this is kind of like what you are saying. In my opinion a mud is something like 80% atmosphere (players and world) and 20% code. Yeah I want to spend all my time on the 20%, because that is my job. I also feel that the atmosphere is very much based on this 20% of the mud's "worth". A great world can be created if the code allows it, and good players will play at such a mud, knowing it will be worthwhile... > -- > Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA Mike L Kesl Post #1 Hi! Introduction: I am in the planning stage of development a java mud. It will have a text interface, but allow tile based and vr interfaces easily for those that wish it (not me). I have played a lot of rom and envy muds, and like the ones I played that were modified for "roleplay" (about 00.1% of them). A good example would be Erwin Andreason's and Oliver Jowletts mud AR, which has undergone huge changes, making it pretty unrecognizable from it's base. So, my mud will reflect what I have played and liked, but what I have liked is a very tiny part of what exists, and is not attainable by downloading some mud's code base. Specifically, I want a big and rich world, with lively mobs. I want to include many systems in the world, verging on it being a simulation game. I want to allow builders, non-coder types and anyone who wants, the chance at creating the world and stuff in it if they so desire, by creating a great set of tools and an interface to the java code through the security bits, polymorphism, and inheritance. There are a million other things, I had not planned on posting just yet. p.s. Does anyone have suggestions on systems/rules I can consult freely in order to give my game balance. Even if it mean creating my own rules. And I do not mean some generic system with vague rules. I am looking more for something precise. Any resources concerning such things would be great Thanks for reading Mike L Kesl </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01269.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01271.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01273.html">[MUD-Dev] Rules of the Game: You don't always live twice Or... Take my life, Please</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01262.html">[MUD-Dev] Re: the why of online worlds.</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01270"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01270"><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><A NAME="01283" HREF="msg01283.html">[MUD-Dev] Re: Embedded languages was Re: Databases: was Re: skill system</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 01 Jul 1998, 03:41 GMT <LI><strong><A NAME="01275" HREF="msg01275.html">[MUD-Dev] Sugarscape: A-Life variation with economic interests</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 30 Jun 1998, 22:29 GMT <LI><strong><A NAME="01274" HREF="msg01274.html">[MUD-Dev] Rules of the game: How Long Till You Die</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 30 Jun 1998, 21:10 GMT <LI><strong><A NAME="01273" HREF="msg01273.html">[MUD-Dev] Rules of the Game: You don't always live twice Or... Take my life, Please</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 30 Jun 1998, 21:09 GMT <LI><strong><A NAME="01270" HREF="msg01270.html">[MUD-Dev] Re: roleplaying farmers?</A></strong>, Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Tue 30 Jun 1998, 18:38 GMT <LI><strong><A NAME="01262" HREF="msg01262.html">[MUD-Dev] Re: the why of online worlds.</A></strong>, cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Tue 30 Jun 1998, 02:53 GMT <LI><strong><A NAME="01256" HREF="msg01256.html">[MUD-Dev] Combat intelligence</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 23:33 GMT <UL> <LI><strong><A NAME="01257" HREF="msg01257.html">[MUD-Dev] Re: Combat intelligence</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 23:48 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="01267" HREF="msg01267.html">[MUD-Dev] Combat intelligence</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 30 Jun 1998, 14:30 GMT </LI> </UL> </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>