On Wed, 4 Apr 2001, Edward Felch wrote: > ...let players set that at creation,... Ugh. Don't do this. I'm going to state this very strongly, since I believe it very strongly -- it's still my opinion, of course, but I can't let it go without a bit boiling over. It is demonstrative of AWFUL game design to require such a steep investment of time and creativity out of your players to JUST ENTER the game for the first time. It should be a cardinal sin to do this. It should be defined as Treason and thus punishable by death in the US. IT IS STUPID, TRIVIAL, AND DOES NOTHING FOR YOUR GAME BUT DETER NEW PLAYERS. In my experience, only a few things come out of it, none good: - You deter people whose mother tongue is not English. They might have a functional grasp of the language, but that does not mean they can write it up to your standards, or, more likely, that they have the confidence that they can write it up to your standards. So you're confined to just the English speaking population of the world. - Of those that pass the previous restriction, you are further trimming your potential playerbase by those who are not good writers, typists, or creative writers (you can be a good writer, but rather poor at creative writing; you can be a good role-player, but rather poor at creative writing), or those who do not feel that they can meet the supposed standards. So you're further confined to just the English speaking population of the world that has a good deal of confidence in their writing ability. - Of those that have the confidence or just don't care, you are requiring an investment of time to write descriptions. If they don't care about their writing ability, they probably won't spend the time to write even borderline descriptions. Thus, you end up with people with very poor descriptions because they didn't care. - You require your administrators to police the writing ability of players. You have two sorts of people on the game: the sort that didn't care about their writing ability and just wanted to check out the game, and the sort that thinks their writing is good. The first sort won't take well to being bothered by administrators who want them to write a "good" description, and will thus promptly leave. The second sort won't take well to having their writing critiqued, and will put up quite a fit or debate about the description. - It's the responsibility of the designers to craft the game; not the players. The designers have infinitely more familiarity with the goals and specifics of the game world, even if the game world is based off of another's work. The players will rarely right a description that is perfectly fitting, unless you're very lax about it. At which point there's not much purpose in having it to begin with. UNLESS you can give very good guidelines about what descriptions are good and *why* they are good (and I mean *VERY GOOD*, not the typical stupid explanation), then you should absolutely forget about even asking your players to write their own descriptions within theme. And even if you can manage that, you probably shouldn't do it. IT DOES NOT make your game an RPG to do this. IT DOES make it more difficult to communicate with players on a consistent basis. IT DOES often ruin the setting and feel of the game. IT DOES harm your credibility because the guidelines are often very arbitrary (the same complaint is valid for games that require "names that sound midevil"[sic] as I sometimes see -- that's always a good reason to immediately disconnect, curl up into a fetal position, and begin weeping uncontrollably), uninformed, inconsistent, or not adhered to by the administrators. There are things you can do that I think will be more successful: Permit your players to wait to pick a description until after they've played the game for a while. Perhaps have introductory areas, quests, etc., that provide a solid hook to the game, so that they will have the incentive to write the description and those that wouldn't like your mud but just wanted to try it out, will be weeded out before they create a burden for your administrators. Roll a random description from a library of descriptions for their specific race, class, gender, and stats. The broader base of stats they have, the more specific and interesting your descriptions can be, the more variety you'll see in your world. For instance, a player might roll a set of attributes that include a set of Advantages and Disadvantages: Advantages: Very strong. Good dexterity. Good endurance. 20/20 vision. Disadvantages: One eye. Facial scar detracts from appearance. Torso scar is tender area. Illiterate. The more advantages and disadvantages you have, the better rounded your characters' descriptions will be. Of course, each of these attributes should have definite in-game effects. If the guy's a big, ugly lug, maybe the city guards will look after him a bit more, or shopkeepers will be more nervous around him (which could mean they might be scared of him, and thus more likely to let him haggle down because they're intimidated; or it might mean they're less likely to let him haggle down because they don't like him [on first glance]). In this way, you ensure that a character's description is not meta-data. It will have a definite meaning in the game. If you come by a very tall dwarf, this would be something quite bizarre. It would be odd if the game did not ever react to the fact that there's a 6 foot tall dwarf following you. The only reason for it not to react would be because someone just wrote the description and the game cannot (and should not) be expected to understand the description. -dak -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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