> Aegis and I are trying to design a DND rule-based mud engine. It's going to > be a reletively strictly following of the rules, and geared towards enforced > roleplaying. If anyone is interested in the project and wants to work on it > with us, give us a shout. > Sorry if this is in reference to an old message. Just moved to Austin, and still settling in. Time-Warner apparently crashed (the whole city) on Tuesday and my cable modem didn't work and then I was off to Dallas for some work. Message 88 of 388. While I thrill to the idea of a strict D&D system, I hardly become excited towards the idea of enforced roleplaying. Truth to be told, I cannot believe that anyone can successfully run a MUD; something based primarily on the killing of monsters to gain equipment and increase power (be it skills, levels, or what have you); and have it 'primarily' a role playing environment. To take things to the logical extreme, you'd need an irc chat channel for the 'best' online roleplaying environment. Failing that, a MUSH would probably suit you much better. The analogy to running a MUD as a roleplaying environment is something like having videogames behind the theatre stage. Your players came for the video games, but like to have a theatre environment. They get pissed when you make them perform as actors. You get pissed because all they want to do is sneak off and play video games. Further, even the people who came to act are going to be pissed off. They want to do their part, but there are no supporting cast members. Also, if they want to play something other than the 'new kid in town', they have to play the video games too; your theatre assigns roles based on your standing on the video games in the back. The king, simply, will not appear as a level 1, 18 year old warrior with 'Shiny Newbie Armor'. Etc. Perhaps you can get around this if you have some massively indepth and regulated system for object acquisition and customization. Perhaps the value of the equipment he has is zero, but it _looks_ like he's a king. Of course, it ruins the 'play' if the magic sword he hands out to slay the (game-based) dragon is just fancy crap. Seems that you have two choices; Either fully integrate your roleplaying into your game world (ie, make it primarily a game world, and allow your roleplaying to develop as a natural course of things, and play a _small_ role) or Remove the things that will eventually detract from the roleplaying (ie, items with stats, fighting, levels, stats (str/dex/etc + hitpoints/etc). Of course, I'd certainly play the first, I'd never personally play the second. That's what a MUSH is for. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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