The name of my game is Vourniara; it is based on the Harry Potter series by J.K. Rowling. My game will primarily be Roleplay, but will have some elements of combating, as a mud will. There will be mail, wand, spell, flying/quidditch, potion systems for starting. Later additions, which I would like to add, are an economy system, collectible wizard cards, and port-key (teleportation) system. While at the school there will be clubs for the students to join to have them become active in the game, where they rank each other on the house boards and as well as, overall school champion.
The system that I would like to use for the
combative/character sheet would be a modified white wolf character sheet with pathfinder;
this is where I am having a little bit of trouble and would like some input. In
addition, nothing is really set in really and I am open for changes. Above is a
picture of a mud that I have played that I was a student and it was a lot of
fun. This is sort of the look that I would like to emulate when making the game.
If I may offer a suggestion, it would be to start by trying to distill down the common game systems and mechanics that people can agree on needing. Agree on what is needed for creating a minimum game tech demo as a first waypoint. That way people can collaborate early and all get useful code out of it even if you all have different (final) game worlds in mind for now.
Hello all!
Well, I made a concept guide about my ideas. Not all ideas are here and there’s no structural or mechanical information.
I've made this guide following a research made long ago by this site over here: http://www.nickyee.com/daedalus/archives/001298.php?page=4
So, for each aspect of players motivations, I tried to fill with my game idea concept.
The first block is only a structured copy from the website table.
Then, following the same structure, I put what I think my game should have to to fill the player’s motivation.
I know it looks like confusing (and it is indeed) but I hope you can get the idea behind this documentation.
Common Goals and focus (extracted from http://www.nickyee.com/daedalus/archives/001298.php?page=4)
Conquests and achievements
Progress
Character Progress, power, Accumulation, Status
Mechanics
Numbers, Optimization, Analysis, Templating, Combinations
Competition
Challenging Others, Provocation, Domination
Social
Socializing
Casual chat, Help others, make and maintain friends
Relationship
Personal, self-disclosure, find and give support
Teamwork
Collaboration, groups, groups achievements
Immersion
Discovery
Exploration, ‘LORE’, finding hidden things
Interpretation (role playing)
Story line, Character history, Roles, Fantasy
Customization
Appearance, Accessories, Style, colors
Escapism
Relax, escape from real life, Avoid Real life problems
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Now my concept answer
Conquests and achievements
Progress
Character Progression
Strength - Personal and physical power
Naval power
Sea - Best/most powerful ship
Best explorer
wealth - Biggest treasure / Most rich
Better ship/equipment
Social- Best/most special crew (players in it’s crew)
Power - See Character / Naval Strength
Accumulation - Items, treasure, wealth in general
Status - Best Sailor, Best Duelist, Best explorer, Best accumulator
Mechanics
Numbers - Attributes :
of the character: strength, resistance, agility
of the ship: resistance, fire power, speed, boarding safety (difficult to be boarded by other pirates)
- Skills:
of the character, in land: safer movimentation, faster movimentation, terrain adaptation, treasure hunting, metal detection, path detection, etc
of the character, while fighting: touché, power blow, good aim, power powder, jink, escapism, acrobacy
of the character, while navigating: direction sense, storm sense, ship maneuvering, defensive navigation, offensive navigation, improved offensive ship boarding
of the character, during naval combat: Canon positioning, improved aiming, defensive position, initiative, offensive position, faster cannon reload, etc
Optimizations and combinations - Equipment sets for ships and characters
Competition
Challenge other players - Public announced challenges, bounty hunting, Corsican Licence, treasure stealing, treasure digging/burry.
Provocations - Insult challenge (remember the curse of the monkey island)
Domination - Dominate islands and build a fort to protect treasure
Social
Socialization
Casual chat - Can chat in any room, in taverns should be encouraged. No public global chat. Letters would be free to send. Bulletins boards shared across the taverns globally.
Help others- Copy maps with hot spots, give/sell items, help with ship upgrading
Make and maintain friends - Special Crew: Bonus in ship stats for each friend
Relationship
Maintain special ship crew
Teamwork
Collaboration - Again special ship crew, items search, items repair, etc
Team achievements - Creation of brotherhoods. Like a clan, where members can get bonuses.
Immersion
Discovery
Exploration - World is close to random: One can find a new island when sailing, or new villages or cities when exploring
‘LORE’ - World’s history is similar to earth’s in pirates time
Finding hidden things- Lost islands, lost treasures, other pirates buried treasure, lost paths
Interpretation
Develop character history: Free and full character description to be edited
Fantasy- A big ? here
Customization
Appearance - Character and ship: - In description or Appearance Items.
Accessories - Character
Pirate suits, hats, swords, fire weapons, traps, bombs, pirate stilt, pirate parrot, etc
Ship
Mast, rudder , hull , artillery , flag, common crew (npcs hired to give a little bonus)
Style - Pirate/Naval
Colors - Terminal limited or descriptive
Escapism
Relax -
AutoQuests: Insult Challenges, treasure hunting, Staff events, Navigation races
Hello all!
Well, I made a concept guide about my ideas.
Well, I made a concept guide about my ideas. Not all ideas are here and there’s no structural or mechanical information.
I've made this guide following a research made long ago by this site over here: http://www.nickyee.com/daedalus/archives/001298.php?page=4
Sonder RPI
“n. the realization that each random passerby is living a life as vivid and complex as your own.” – Dictionary of Obscure Sorrows
Sonder is a roleplaying intensive MUD that explores the intriguing lives and dark secrets of the denizens residing in Briarport, Washington. Sonder promotes an atmosphere of cloying, interpersonal horror and occult paranoia hidden under a veil of social normalcy. The families of Briarport have no shortage of skeletons in the closet. The recent triple-suicide of clergy at the Saint Thomas Aquinas Cathedral has shaken the normally sleepy port town to its core. The attention of regional law enforcement and media turns to the town as the initial verdict of suicide tips ever-closer to a declaration of murder.
A list of features I'd love to eventually put in for a tech demo include:
**An in-depth application and roster system where players can apply to take the role of pre-made family members.
**An experience system that gives out roleplaying points (RPP)
**A conversion of nWoD's D10 dice system into MUD code. Basically, the rulebook in an easily referenced coded format to automate checks of failure or success on common actions so that most player transactions can carry on without staff interaction, or knowledge of the player handbook, and also assist in informing attributes of the character object.
**An emote combat system that takes advantage of nWoDs combat checks with a few added tweaks to increase the claustrophobic panic that arises from CQC (struggling for a knife, good old fashioned wrasslin’, the sort of back and forth for any point of advantage against your opponent).
ALYCE:Shattered Wonderland - Inspired by American Mcgee's Alice
(smaug derivative)
Welcome to Wonderland, a dark and twisted version of it's former self.
Enter the rabbit hole and find yourself immersed in a world full of wonder and fear. Nothing is as it seems and everything is what it is not.
MUD FEATURES FOR PLAYERS:
Class-less, Race-less, level-less -
Earn training points to increase your stats. Develop your avatar any way you see fit.
Story-like dialog -
Enjoy automatic dialog exchanges between yourself and the NPCs.
Familiar characters -
The Cheshire Cat will aid you in his own, confusing way. Beware the Jabberwock!
OFF WITH THEIR HEADS! -
Beheadding feature to decapitate your foes, both PC and NPC alike.
Simplified structure -
No useless information spamming the player sheets. Simple, yet elegant.
Mini-Map -
Mini-map feature shows a graphical output of connecting rooms
I've been working on coding my mud for a few months... I used to run one back in the late 90's/ early 2000's for several years. The pbase dropped so it closed (runescape became popular)...
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