quick bit of background: In the past couple of months, there's been a bit of an ongoing debate on my mud about hack and slash vs. role play. Our mud has been advertised as primarily hack and slash but rp friendly. Currently, what that means is people can h & s any time they want, and if there's enough on at one time that are like-minded, they do role-playing sessions. These sessions usually take place in one room, no mobs allowed, everything from skills,spells,combat, etc is done in emotes, etc. We've been revamping though, and alot of the proposed changes are ones that don't sit too well with me. In short, they demand RP ability should be increased at the expense of h&s - not only give all new things over to RP, have certain powers/eq/etc only gainable through rp sessions. Then, remove from h&s and give directly to rp alot of other things - basically making h&s less enjoyable so people will be more inclined to RP. I think it can go without saying I think this is a silly idea. Muds are for hack and slash. People already role play when they choose "paladin" or "thief". Sure, you get the fans of big numbers - power levelers who aren't happy without every piece of top eq, highest level, etc, but the majority just want to do something dungeons and dragons like. I think hhthat anything more (like simulated combat through emotes and the sort) is probably best done on a MUSH - or IRC for that matter. MUD's are simply not a good basis for RP-only worlds, MUSHes are. So, to answer your question about player skills, i have two suggstions: 1) Restart your MUD on a MUSH and go from there. There are alot of sci-fi based mushes out there, and I'm sure a decent number of em are Star Trek. 2) If you're going to add anything, you have to (as was stated) consider everything from the ground up. You shouldn't worry about how the players are going to get thier money, until you've figured out if a player will be happy sitting in one room, typing short commands for 5-10 minutes at a stretch, or would they say "screw it" and run out to kill monsters and make 20x as much in the first couple of kills. I think that if you want to keep players, you have to realize that muds are hack and slash first, everything else is tertiary. If you ignore that, you may be left with a small number of rp-ers who are so focused on rp that they forget to interact with anything but their environment. To me, that doesn't sound like a desirable endpoint. Figure out how to make it useful, and then how to integrate it with your world so it's used, but not required and THEN whether it's rp-based or not should be irrelevant. It doesn't hurt to throw a bit of 'how to make it fun' in there either. PjD p.s. in my case, i'm giving into their demands - sort of. I'm writing up a flag that if someone wants to be doing their version of RP, they simply toggle it. They will still have full access to all their skills/spells/etc, but nothing will cause any real effect. Two players with this on can simulate adventuring, fighting, whathave you (simulating on a simulation..sheesh.. these people need help). God help them if they hit a real mob, cause they'll do no damage, but hey - that's the breaks. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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