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This is a discussion on "Guidelines for an RPI mud." in the Top Mud Sites Advanced MUD Concepts forum : Here's what I think the guidelines are for an RPI mud, seeing as how there's been a decent amount of discussion related to it recently. Maybe this forum can clear up answers, brings up more questions, and direct discussion into one thread. 1. Permdeath: This is not disputed, 99% of all RPI players/admins will agree to this. 2. Description-based: Meaning there are no names displayed, you need a short description, main desription, and long description. Also characters need to be well-described as well as with a good background. 3. Account based: RPI muds should use ... |
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#1 |
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Senior Member
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Guidelines for an RPI mud.
Here's what I think the guidelines are for an RPI mud, seeing as how there's been a decent amount of discussion related to it recently. Maybe this forum can clear up answers, brings up more questions, and direct discussion into one thread.
1. Permdeath: This is not disputed, 99% of all RPI players/admins will agree to this. 2. Description-based: Meaning there are no names displayed, you need a short description, main desription, and long description. Also characters need to be well-described as well as with a good background. 3. Account based: RPI muds should use accounts to keep track of their playerbase, as well as their characters. Considering this, RPI muds should only allow 1 character active on players accounts at any given time. Accounts also allow the staff of the RPI to make notes and keep track of your characters you've played so that in the future perhaps you will be considered for a special role based on these notes. 4. No levels: Since levels are an OOC concept, RPI's should not have them. 5. Extensive, player controlled emote system - Players may create open-ended, custom emotes and have commands to help create these emotes. Stock emotes are not present. 6. Slower Paced World: RPIs should have a slow pace to the game in order to allow for and promote extensive emotes and reactions between players. This should be accomplished by slow paced combat and crafting systems and promoted heavily by administrators. 7. Items are descripion based: No Swords of Ultimate Doom, or Spears of Destiny. Every item has a description much like players are forced to have. 8. Immersive code: Via scripting an RPI mud should but isn't necessarily required to have various things that immerse the experience of the player, such as coded echoes that happen at certain times of the day, the sun setting, the sun rising. Also room descriptions should have a day description as well as a night description. 9. Mechanics Based World: Coded systems should be in place for most gameplay systems such as combat and crafting, and these systems are fully supported by code. This will help differentiate it from more MUSH/MUX type games. 10. Open PK - An RPI mud must have an open PK system that allows for PK at any time and any place. 11. No Global OOC channels: This is debateable. Last edited by Delerak : 03-16-2008 at 06:39 AM. |
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#2 |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
That's the best list I've seen yet.
I would leave off #10 and #5. Honestly, if you don't require it, don't put it on the list. I would also change #6, 7, and 9. 6) Extensive, player controlled emote system - Players may create open-ended, custom emotes and have commands to help create these emotes. Stock emotes are not present. 7) (Dump realism. Slower pace doesn't denote realism in any shape or form.) Rewrite follows: Slow-paced world - RPIs should have a slow pace to the game in order to allow for and promote extensive emotes and reactions between players. This should be accomplished by slow paced combat and crafting systems and promoted heavily by administrators. I'd also add one: Mechanics based world - Coded systems should be in place for most gameplay systems such as combat and crafting, and these systems are fully supported by code. This will help differentiate it from more MUSH/MUX type games. --------- You're a brave man for posting the list, so I'll forgive you for skimming my posts and flying off the handle. Last edited by Milawe : 03-14-2008 at 05:46 PM. Reason: stupid code didn't go through. gaaaah |
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#3 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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You make a few good points, I edited my post down a bit and changed a few things. |
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#4 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: Guidelines for an RPI mud.
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Levels are extremely realistic and have tons of real world analogues. I will give one example and stop there, for the sake of brevity: E-1 - Private E-1 E-2 - Private E-2 E-3 - Private First Class (PFC) E-4 - Corporal (CPL) E-5 - Sergeant (SGT) E-6 - Staff Sergeant (SSG) E-7 - Sergeant First Class (SFC) E-8 - Master Sergeant (MSG) E-9 - Sergeant Major (SGM) (yay! time to remort and become an officer, or pick my epic class, or some other game-like similar thing) => O-1 - Second Lieutenant (2LT) O-2 - First Lieutenant (1LT) O-3 - Captain (CPT) O-4 - Major (MAJ) O-5 - Lieutenant Colonel (LTC) O-6 - Colonel (COPL) O-7 - Brigadier General (BG) O-8 - Major General (MG) O-9 - Lieutenant General (LTG) 0-10 - General (Gen) I understand why some folks don't like levels. But saying they are "OOC" or "unrealistic" is patently absurd and false. If you are listing requirements for RPIs, you don't have to justify the reasons. If that is a requirement, then just say: 4) No levels. We don't like them. |
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#5 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Re: Guidelines for an RPI mud.
I don't think you're comparing apples to apples there to be honest, Threshold.
Ranks in an organization are -not- the same thing as player levels as instantiated in D&D and most MUDs with the kinds of 'levels' we're talking about here. Ranks are an external thing granted by an organization, and they only have any importance if other people recognize them. For instance, start your own one-man organization and bestow the rank of "God Emperor" upon yourself. You won't actually be any more powerful, in any way, since nobody else will recognize it. Ranks, such as military ranks, are nothing more than titles that are backed up solely by the fact that some other people will recognize that rank and respect it (try ordering a fleet around when you're only a major, for instance....nobody is going to respect your rank enough to follow that order as majors don't get to command fleets). Further, a rank may be taken away at any time by the organization that granted it. Even a general can be stripped of his command by a single order. Gaining a rank grants you no instrinsic personal powers. You do not magically become capable of lifting a heavier object or thinking through a brain teaser when your rank changes from lieutenant to captain. Player levels as used in MUDs, on the other hand, are presented as something intrinsic to a person (in a way that makes sense as a game mechanic, but really seems like a fairly OOC concept). Simply being "level 50" inherently grants you more power than being "level 10", and it is presented as being part of you rather than simply a label. Things intrinsic to you are presented as having suddenly and inexplicably changed when your level changes. Suddenly you can get hit by a sword more often before you die, typically, for example, or suddenly you have the capacity to be more skillful at something or learn more than you did an instant previously. It's pretty hard to see that as anything other than an OOC artifice invented to allow people to measure their achievements easily (something people like doing, but something which is much fuzzier in reality). |
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#6 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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They are still an OOC concept. What am I a level 10 PHP administrator? Come on. You can't gauge things with levels, it's best to simply list the skill PHP and my knowledge upon the skill is either not known, I simply see the skill in my skills list or there are a few adjectives to show the player where they stand with that skill such as beginner, journeyman, master, whatever.A Also repeat Logos post. Nothing else to say. |
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#7 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 715
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Re: Guidelines for an RPI mud.
The only comment I would make after some research and visiting the RPIMUD site is that it should be very clear that these Guidelines set forth in this thread are specifically Delerak's opinions. The RPIMUD site has several paragraphs of what some of the differences between a mud and rpimud are and how most RPIMUD's (from their site) are based on a DIKU modified code.
It is important to note this since alot of the definitions of RPIMUD are opinions of the creators and do not necessarily reflect easier roleplay or quality roleplay. If anyone would like a new thread based solely on RPIMUD definitions taken directly from that site I would be happy to do so and give commentary on the same. If no one really cares, I'd rather not take the time to do such extensive work. These comments above should in no way reflect a good or bad opinion of the Delerak's Guideline's only that his Guideline's are specifically his opinion. |
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#8 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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#9 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
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![]() Looking for an RPI, where the 'I' stands for "Immersive" I should note that the listed owner of the site is no longer the person who runs it now. There's a new-ish team on board, and they're working on sprucing things up, I believe. That's very nice to know. Seriously, I know you guys must be wondering why I even care since I don't use the RPI tag and wouldn't use it even if every bit of my game fit every spec RPIs had for personal reason. I mostly just care because it affects roleplayers in the gaming community, and that's my community! |
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#10 |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 676
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Re: Guidelines for an RPI mud.
1. Permdeath - agreed, no qualifications, other than there might be instances in which a character would get resurrected - such as in the case of bug abuse by the character's killer or a game-side error.
2. Description-based: I feel that "well-described" and "good background" should be replaced with "a staff-approved description and background fitting with the game's IC history and setting." "Well" and "good" are just a bit too subjective, and getting too deep into proper punctuation and grammar and sentence structure could cause the #2 guideline to go on for pages and pages ![]() 3. Account based: I would personally simplify this: RPIs are one character per account, with one account allowed per player at any given moment. 4. No levels - just leave it like that: No levels. 5. Extensive, player controlled emote system - Players may create open-ended, custom emotes and have commands to help create these emotes. Stock emotes are either nonexistent or inconsequential (added that last bit, because sometimes brevity is best, such as "nod" or "smile."). 6. Slower Paced World: I'm not sure about the wording of this. I understand the intention, but saying "slower" is comparative. Slower than what? And how slow is too slow? And "should" have a crafting system - I've seen some crafting systems that are so complex that they detract from RP rather than add to it. No idea how to fix it but I think this point needs to be worked on. 7. Items are descripion based: I would say items must all have descriptions. Not be description-based, because that would make them part of a mush, not an RPI. Items in RPIs for the most part have coded functions. Unless they intentionally don't (such as "a huge boulder that you can't climb and just sits there doing nothing but we wanted it there for you to look at). 8. Immersive code: I would simply say: The code must support the roleplay, rather than the roleplay managing to exist despite or around the code. 9. Mechanics Based World: Agreed. 10. No visible "experience" points; obviously code in all games is numeric by nature, everything is boolean if you get down to it. But players in an RPI have no need to see the number of points required before they get a boost to this or that skill. Once again it goes to the code supporting the RP rather than the RP existing despite the code. |
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#11 | |||||
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
For the sake of discussion, please understand that if I did not list something, I agree with it.
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Controlled Paced world - The game is designed to promote a pace that allows players ample time to create detailed emotes/poses. All systems, including crafting and combat, should be designed to create this pace. Quote:
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Leave off the "code supporting the RP" stuff or any opinions when you create this list. That's a total matter of opinion on whether or not it supports or detracts from RP. Well, that is unless you want RPIs to keep sounding like a list of personal preferences and judgment calls. |
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#12 |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: Guidelines for an RPI mud.
Actually, in a lot of operating systems and software packages, that is exactly what you would be. Your security level would be a number and it would directly reflect the amount of trust, capability, and access you are given.
Human beings are absolute fiends for classifications, rankings, and categorization. To say such constructs are fake or unrealistic is to ignore absolutely everything around you in the world and in life. If you don't like them, fine, just say you don't like them. I can completely understand that. But they are extremely realistic and have real world analogues. Now, if you are talking about people running around the game saying: "I am a level 10 fighter" then I can understand a little more what you are saying. But levels as a behind the scenes abstraction are not fake, "OOC", or unrealistic whatsoever. |
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#13 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: Guidelines for an RPI mud.
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I am trying to get a handle on this anti-level thing. To me levels are an abstraction that is no different, better, or worse than skill levels. They are just numbers behind the scenes used to represent and adjudicate game mechanics. The salient point is whether or not such things are visible in numeric form to players (levels, skill levels, xp, etc.) rather than the mechanics themselves. Also, assuming you guys are serious about improving these definitions, it really is time to come up with a better term/acronym/whatever. RPI is extremely generic, and sounds more like someome saying "RP, but better than everyone else" when in fact RPI is really just a feature set some people prefer. |
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#14 |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
Got another one that I think MUST go on the list:
Open PK - An RPI mud must have an open PK system that allows for PK at any time and any place. Explanation: The reason that this has to exist is that death should be a real possibility in player vs. player conflicts. Systems that have opt-in or flagged PK shouldn't be permitted. It's a given that there should be RP reasons behind PKs, but we're assuming that RPI players are there to be RPing, not PKing people for kicks. Thus, we'll keep it simple. |
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#15 | ||||
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Senior Member
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Re: Guidelines for an RPI mud.
Just some quick thoughts before I turn my attention to dinner. Mmmmmm...food!
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Likewise death typically does not afford one the ability to control the pace. A classic personal example I can give is a guy who walked up to the gates of an enemy fortress. He was immediately spotted by the NPC guards in the watch towers who hailed down a rain of a dozen arrows into him. Dead near-instantly, as he should be for doing such a thing and given the nature of the response. Thus, use of the term "all systems" is not accurate in describing RPIs. Quote:
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![]() Take care, Jason Mmmmmm...food! Last edited by prof1515 : 03-14-2008 at 09:23 PM. Reason: Damnit, another [QUOTE] typo |
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#16 | |
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Senior Member
Join Date: Oct 2002
Name: Chris
Location: Wolverhampton, UK
Posts: 355
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Re: Guidelines for an RPI mud.
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Actually, the same could be said about permadeath. For some reason a lot of people equate "good RP" with "realistic RP", where realism is based on how real-world it is, and that's just not true. If your world happens to be one, for instance, where everyone has a clone and their mind is instantly transported to it upon death, as long as the RP of the players is in keeping with the world then there's no reason permadeath has to be part of an RPI. For people who say "it's not realistic because there's no way of getting rid of someone" well, it might not be realistic when applied to real-world concepts, but good RP is surely gameworld-based and if that world has no death can you really sneer at it and say it can't be RolePlay Intensive? |
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#17 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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#18 |
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New Member
Join Date: Jul 2007
Posts: 21
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Re: Guidelines for an RPI mud.
To say that a game requires a "slower" pace is simply a crutch being used because a player can't type fast enough to react to a situation or the environment around them. It is a lot like being pumped up with painkillers and trying to deal with a conveyor belt. Does anyone think that a real life soldier under fire in a foxhole in Afghanistan is in a "slow" or "controlled" environment? Effective communication in any kind of environment is a skill in itself.
SOME people can type as fast as they can speak, others can't. This same problem exists even on graphical muds, hence the usage of Ventrillo and other speech programs for combat-intensive and other "special" situations.This is also why a good number of commands in muds are abbreviated. As for levels...life is made up of patterns and numbers; there is math everywhere, completely invisible to most. I could sit down and speak to someone about my management experience/ability for an hour and still not get them to understand (for whatever reason). However, if I say, "On a scale of 1 to 10, I'm an 8," anyone that can speak English will likely understand right away. Quantifying oneself with numbers in any fashion isn't unrealistic at all, they are simply a tool to understanding. I might be an "A" student, have a 1650 SAT score, have a 185 IQ, etc. These are all ways of personally quantifying myself. Heck, in traditional D&D, a character's intelligence score multiplied by 10 was supposed to represent one's IQ. Since I have been a gamer for years, I often quantify myself with levels by how many years I have spent in any particular field (level 6 soldier, level 13 manager, etc.). |
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#19 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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Also using levels on an RPI is again unrealistic, the only way you know you're an 8 on a scale of 1 to 10 is self-knowledge. Our knowledge of ourselves is something that makes us unique, it allows us to say that, the question is should every character know how powerful they truly are? Does any boxer or fighter, or police officer ever truly know how good they are? If they practice every single day, yes. They do, but not in terms of code. If I practice with my gun everyday and hit the bullseye 20 times out of 25, I know I'm a pretty good shot, but by no means do I know the potentenial of everyone else compaerd to me, and where I stand on that potential scale of numbers. When you use levels, you're telling the players, this is how powerful you can get, and now you know where you stand: when you don't give them levels to go by, it increases the realism, of now knowing how you stand compared to others, and you yourself not truly knowing unless you practice with the character everyday and know that he's getting stronger. Also skills might have adjectives to describe how good you are in that skill. |
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#20 |
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New Member
Join Date: Jul 2007
Posts: 21
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Re: Guidelines for an RPI mud.
I still disagree, forcing any pace in a game is simply a crutch, period. If one's goal is to create the "illusion" of space and distance, so be it.
Your argument for not using levels is justifying WHY levels and structure ARE placed in any game; so that everyone is being judged/measured and set within the delineated structure in a "fair" relation to eachother (the other players) by an outside party (the implementors/game masters). The core argument here is whether levels and other numbers should be used (i.e. viewable to players) or not, so that immersion is maintained. |
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#21 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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My arguement was pretty simple, the only reason we can gauge ourselves on a scale is because we have the self-knowledge as human beings to do so. The characters on a mud, most likely do not. Unless it's a cyberpunk/future/modern RPI, (which I have never seen), then I would agree, sure, they might have levels and have the in-character knowledge of mathematical genius to know how powerful they are, or where they stand in the of the universe. Characters on a fantasy based MUD would not have this knowledge, they simply practice and get good or they don't. Even so, the arguement that I know I'm good at this or that is still moot, can you give me mathematical numbers on how good mike tysons skills were in his fights and then give me mathematical numbers on how good buster douglas was or is? That's the great thing about fighting, and life in general, you never know what is going to happen, and numbers aren't always right. It's that which makes levels an OOC concept, so using them on a mud where in-character immersion is the number one goal detracts from the overall gameplay. Typing score and seeing my level would be a total turn-off while I was roleplaying a character on an RPI. Whereas typing score and seeing basic info like my height/weight, name, my basic stats would be okay. |
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#22 |
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New Member
Join Date: Jul 2007
Posts: 21
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Re: Guidelines for an RPI mud.
If what you are saying is simply using a "descriptor" for one's abilities is the goal here, then technically levels are still being used. If a skill's proficiency advances in degree at all (unskilled, poor, skilled, advanced, master, etc.), levels are still being used, just not presented in a numerical values. I have published such table-top systems in the past, I understand the concept.
I think the issue here (for establishment on any list like this) isn't whether an RPI game should be without "levels," but that information regarding a game's mechanics should be PRESENTED as levelless and/or without so many numbers. When it comes down to it, everything behind the curtain in a mud is numbers; the point here is where the curtain should be drawn. To state that a game has no levels is not the same as stating it has "descriptors." |
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#23 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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Take care, Jason |
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#24 | |
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Senior Member
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Re: Guidelines for an RPI mud.
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#25 | |
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Member
Join Date: Apr 2003
Posts: 176
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Re: Guidelines for an RPI mud.
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While RPIMud might disagree with Delerek here, I think most players of RPIs would agree with his list. Including 5 and 10. And what's important about the tag RPI is that you want something that lets players find the mud they're looking for. I was pretty appalled upon trying out many of the muds listed on RPIMud to find that they did not in any way conform to my idea of an rpi (See Delerek's list) and felt further that my time had been wasted. I'm sorry that so many people feel excluded by the elitist values of the RPI community, but as it's a niche market it helps to have very distinct terms that help players find the muds that do conform. Not only does it help me find muds I do want to play, it helps those who don't like the qualities of an RPI avoid them, and saves them their precious time as well. I was curious Mina why you objected to those two particular entries. While I think I will disagree with you, I am still interested in your thought |
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#26 |
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New Member
Join Date: Mar 2008
Posts: 10
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Re: Guidelines for an RPI mud.
It is unfortunate, but it appears the term "RPI" is doomed to confusion in the MUD community for several reasons.
Every other classification of RPX in the mudding community is a classification that refers specifically to the type of roleplaying environment on the game - Encouraged, Enforced, Mandatory. What follows the "RP" directly describes the RP environment. From what I have read, those deep in the RPI community are saying that the "I" in RPI doesn't relate to the roleplaying specifically but a set of features that make the game world "intensive" and more "realistic". When people know what the "I" stands for the assumption most likely will be that intense roleplay is the defining factor of these games. The most common definition of "intensive" is that it is "of or relating to intensity" or that it is characterized by "a high degree of intensity". Even the terms such as "labor-intensive" or "research-intensive" refer to a heightened degree of labor or research or as one dictionary entry states, "possessing or requiring to a high degree". If you do a search on "RP intensive" with Goggle all the gaming entries refer to games, modules, or groups that have more enhanced RP. From a thread on "Super Groups" on City of Heroes: "RP Level: RP-intensive. Because the basis of the group is in-character social interaction, base and VG channel are in character, unless indicated by some means e.g. ((OOC)): Words and stuff., (()), [], whatever."On top of all of this some people assume that the "I" stands for "immersive" and refer to games that immerse an individual into RP. Place on top of that the mudding community misuses the terms we already have such as "RP Mandatory" and "RP Enforced". "RPI" is an understandably confusing term to individuals. I am truly sorry to say if you don't change the designation it will always be misused for the reasons I've stated above. I would suggest the term RPM-CR or Roleplay Mandatory - Coded Realism I can't even suggest "RPE-CR" because we can't seem to agree if the "E" stands for "encouraged" or "enforced" in many cases. You have a handful of these games in operation with more to come it sounds like. I truly wish you the best of luck on your expansion. If all of these games have RP mandatory environments I will be sure to take a look. Good luck! |
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#27 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
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For example, something RPI players often cite is something like this: "RPI mechanics support RP rather than having roleplay around the mechanics." You can already see that lots of people disagree on what supports their RP. A better wording of what I *THINK* they're trying to convey would be something like this: "An RPI's codebase is derived from a hack n' slash, non-RP-enforced game. Systems have been removed or introduced by the administrators to support a the roleplay enviornment." I believe both of the wordings I objected to involved claims "our code enforces roleplay better". That's incredibly subjective. I think that it's my years of law school that make me try to word things in order to avoid less confusion and possible arguments from an opposing lawyer. |
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#28 |
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New Member
Join Date: May 2004
Posts: 2
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Re: Guidelines for an RPI mud.
Skill based experience system rather than a level based experience system.
The goal in any RPI is realism and the skill based experience system does a better job of emulating that than a level based system and here is why. In a skill based system you receive bonuses in a skill for actually practicing it as opposed to a level based system where you get boosts or the ability to learn skills from completely unrelated actions. If you want to get stronger, you lift weights. If you want to get better at a sword, you spar with a sword. If you want to get better at pickpocketing, you actually practice pickpocketing people. A lot, if not most MUDs already integrate a skill based and a level based system, RPIs just do away with the need for levels. Instead of focusing on an ultimately arbitrary level, they focus more on their IC accomplishments and goals. As for the analogy of the use of ranks in everyday life, these are completely subjective ranks not given to you by how many smurfs you kill. I'm playing a leveless RPI right now in a military organization, and we just assign ranks ICly by merit and experience, not experience points. Infact, sometimes people who are less skilled than others can become higher ranks based on their ability as leaders rather than their hard coded stats. The point here is while -yes- we as humans love to categorize and identify absolutely everything, these classifications should not have any bearing on stats of a PC. If Delerak is a level 10 PHP admnistrator he still might have less HP than a level 5 PHP administrator because ultimately it's an utterly superfluous distinction. |
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#29 | |
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Member
Join Date: Apr 2003
Posts: 176
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Re: Guidelines for an RPI mud.
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#30 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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Re: Guidelines for an RPI mud.
Quote:
When I tell people that CoT stands for Center of Town, I really do mean the town's center with the short description Center of Town. No one has to really do research on what the center of town is before they understand it. On the other hand, MUD stands for multi-user dungeon, but in reality, MUDs are mechanics-heavy, text games, etc. Still, no one really enforces it, and I'm not sure that anyone really cares to do so. MMORPG stands for Massively-Multiplayer Online Roleplaying Game. They're basically just the graphical muds. The big differences in this situation is that MUDs encompass thousands of games. MMORPG encompasses millions of players. There's really just a handful of RPIs and a handful of players involved (compared to MUDs overall or MMORPGs). There's no critical mass. |
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