>One thing i would like to point out to any newbie IMPs or Coders (newbie >coder my self but long time IMP and decent at c coding) is that although >I have implemented some of this stuff, i doesnt make mortals Roleplay. >Even giving incentives such as, if an IMM is on and "catches" you >roleplaying, you get awarded a certain ammout of xp (i use the standard >10% from d&d) I would LOVE to force morts to roleplay, but I think it >would put a strain on the morts to IMM relationship. Of course i could >be wrong, but i never liked playing in a MUD where the IMMs were always >over your shoulder watching what you did and punishing you for not doing >something the way they want. The best way I can think of to convince people to RP is this: Make non-killing things give more XP than killing. I will be reducing XP for killing to LOW levels, and making skills, and auto-quests give more XP than killing. This encourages people away from killing, which slowly urges them towards RP. I will have my MUD as RP encouraged, not RP enforced. I am going to be writing a "Guide to RP" to help those who have never done it before. Something to give the players a hand. --- "One hundred years from now, none of this will matter because you and I will be dead -- unless the Grim Reaper has switched his record-keeping to a Windows 95-based system, in which case we all might live forever. " -- Associated Press +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST