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This is a discussion on "Creating Game History" in the Top Mud Sites MUD Administration forum : I had a small survey I wanted to get some more feedback on. Is your game RP enforced, encouraged or not at all concerned with RP? When you created your game's, did you use a real world model? If so, which one(s)? Did you write out the history as a progression of little events or just focus on what you thought were important ones? Did you write the history with the aim of creating the setting or work backward from the setting to explain it? Did you design the history specifically for the game's theme and plots ... |
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#1 |
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Senior Member
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Creating Game History
I had a small survey I wanted to get some more feedback on.
Is your game RP enforced, encouraged or not at all concerned with RP? When you created your game's, did you use a real world model? If so, which one(s)? Did you write out the history as a progression of little events or just focus on what you thought were important ones? Did you write the history with the aim of creating the setting or work backward from the setting to explain it? Did you design the history specifically for the game's theme and plots taking place or as a natural progression of events and let that affect what the game's theme would be? How much did you incorporate different viewpoints into your history? If so, which ones? Political? Social? Economic? Religious? How did those viewpoints look at the past events of the world? Last edited by prof1515 : 03-16-2010 at 03:16 PM. |
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#2 | |||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Creating Game History
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Note that my mud is explicitly non-RP, so the history isn't as fleshed out as one would expect from an RP-focused mud, nor was there an urgent need to create the history in advance. But IMO all muds can benefit from an internally consistent theme and some background flavour. |
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#3 |
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Senior Member
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Re: Creating Game History
Ah, thanks, Kavir. I should have asked what sort of a game it was. My intent was RP-enforced games alone but I'm interested in hearing any reply though.
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#4 | ||||||
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: Creating Game History
New Worlds Ateraan.
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I hope this helps as the game is based mostly on the book and the slant is toward the "good guys" the historical and political viewpoint is mostly swayed to that which would be called the "good" side. |
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#5 | ||||||
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Member
Join Date: Dec 2009
Posts: 144
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Re: Creating Game History
Ironclaw Online
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The game takes place in a city that is themed after Renaissance Italy. The technology, items, etc. is all based on that setting. The other three major houses are based on the French, Scottish, and Germans. Quote:
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The setting and general timeline was established for us before we started. But there is still a *lot* of history for us to fill in. What we do is figure out what will lead to the most roleplay opportunities in the game (i.e. what will create the most gameplay) - then we look at the history that will help "set up" that. We do research on real-world history to find something similar, and to help anchor the game in the renaissance period. Usually the research on the history then gives inspiration for the setting, so we might adjust our plans. So we start with the setting, work backwards to the history, then work forwards from the history to change the setting. This helps us avoid a game with history that feels like an obvious setup for the game mechanics, and instead feels like something that might have actually happened. (Usually because it has a real-world equivalent event that we based it on.) For example, most of the religious stories of saints and events are real world historical events or stories with the names changed. Quote:
The history (like "This is how this race arrived, and how they gained power") mostly happened long before the game started and PCs started having an effect. So the history was designed to help "set up" opportunities for stories. There are events in the history of the various houses that can help give you inspiration for how to play your character, and to help make the different houses feel different. We have certain themes and plots in the game (such as "the rise of the middle class" or "racism") - we are very careful when creating history to not contradict those themes, but we don't specifically create the history around the themes. For example, there is slavery in the game (the extreme end of "nobles vs commoners") - so when we put in the history we made sure that none of the major players had any issues with slavery or sought to abolish it. That included the church - instead of the holy books saying "everyone is equal" the holy books say "Everyone has a role to play, and are put here for a reason" - that allows the players to support or stand against slavery as appropriate, without the history giving a clear way to solve the conflict that is intended to be ongoing. Quote:
Everything but the most clear-cut event has multiple viewpoints OR is unverifiable. We occasionally have conflicting historical information. We regularly have historical information that is obviously written from a biased viewpoint. We occasionally have two versions of the historical information from different biased viewpoints. All of those. Mostly, players don't seem to pay much attention to things that don't affect their character directly. They don't care if the king is having an affair, if the princess is bored, or if the prince is going to marry to forge an alliance or not. They do care if Bob, who they are having an argument with, goes to jail or not. If Mary can give them a new cloak before the ball, or if they can win a fight with Tim and strut around being arrogant about it. So the viewpoints and history that we put in is all focussed on giving the players something to do. It might be information about a battle between two houses, so the players can use it as fodder for future arguments, use previous victories to taunt opponents, or talk about mending the problems of the past. Or we might make it more immediate - a document talking about that specific battle may mention a lost treasure that was being fought over and lost by both sides. So that information can be used to create a new struggle for the treasure, which could even involve other groups that weren't mentioned in the history. But for the most part our history is built around establishing the groups of the game. Why does the sailors guild have so much power? How can they get around with being barely-concealed criminals, and why doesn't the king just send the police force to stop them? Why do the Rinaldi nobles accept the other four houses squatting in their city? What is the basis of the religion? Does it preach tolerance or fire and brimstone? - all of that is history, but more importantly, it helps the players decide how they will behave in the current game. It helps the constables decide if they will arrest the sailors guild leaders. It helps the Rinaldi decide if they'll scream at rival nobles to leave the city. And it'll clue the players into the response they can expect if they do try those things. So the history adds consistency to the currently-happening roleplaying. Cheers! |
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#6 | ||||||
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Senior Member
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Re: Creating Game History
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Currently, player-characters themselves suffer from amnesia, and so are privvy to a much more sparse timeline on the website. For story-telling's sake, we have a section for short stories on the site that acts much like the "timeline events" in that the stories all show glimpses of the past or future that are relevant to the ongoing storyline of the actual game. Some of these stories are player-written contest winners, and so have affected our canon's historical variables at key points. Quote:
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#7 | ||||||
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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: 650
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Re: Creating Game History
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Right now, players are able to look at historical movements and decide what to do in a world that has recently had its population almost completely destroyed. They have a lot of freedom to decide how they want things to be currently, and the players can look at history to help determine how they want to shape the world. ----- Developing Primordiax was very different from developing Threshold RPG, but I was not key in creating the world. I simply helped flesh it out a lot more. With Threshold, players ended up determining most of the history with very few documents to guide them. Almost everything was discovered or occurred in character. This presented some problems for the playerbase, but they were still able to perform remarkably well. Threshold was not based on a real world model either, though its religion system was heavily inspired by Greek mythology. Threshold's history was very sparse, but with 13 years of player history now, it's become a very complicated world both in politics and religion. |
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#8 | ||||||
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 184
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Re: Creating Game History
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#9 | ||||||
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New Member
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Re: Creating Game History
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We do have a NEWBIE channel for new players to discuss how-to and mechanics with seasoned players and staff, and an OOC command out-of-character communications. Both of these can be toggled off/on via preferences. Quote:
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The true story and history of Maiden Desmodus is expressed in-character, through the points of view of various NPCs. From a building point of view, when we began working on Maiden Desmodus every NPC that went into the game came with their own history and backstory, views and opinions. By speaking to these NPCs and following suggestive keywords to lead conversations, or by bringing up totally off the wall subjects, you can gain insight into their take on world history. While many larger events are likely to be viewed the same way by the NPCs of a given area, there are those who are misinformed, uneducated, and those from other cultures who see things in a totally different way. We find that this approach to the “history of the game” is much more immersive and subjective. It lets you learn about history as you go, based on your exposure, and form your own opinions. Quote:
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Last edited by Wade_Gustafson : 03-20-2010 at 02:51 AM. Reason: Fixed a typo |
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