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This is a discussion on "Precogs and MU*s" in the Top Mud Sites Roleplaying and Storytelling forum : Having kicked off a plot quietly a couple nights ago on one of the MU*s I play on, one of the first requests I received was a request for a PC to roll a precognition ability (that exists in the system). This is done, I run the results, yadda yadda. That part isn't particularly important. What I find interesting, and why I post, is: What do you guys think the place of precognition type abilities are in a MU*? Ultimately, I tend to view them like Wish or Miracle spells in D&D. Interesting, quirky, but as ... |
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#1 |
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New Member
Join Date: Aug 2007
Posts: 15
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Precogs and MU*s
Having kicked off a plot quietly a couple nights ago on one of the MU*s I play on, one of the first requests I received was a request for a PC to roll a precognition ability (that exists in the system). This is done, I run the results, yadda yadda. That part isn't particularly important.
What I find interesting, and why I post, is: What do you guys think the place of precognition type abilities are in a MU*? Ultimately, I tend to view them like Wish or Miracle spells in D&D. Interesting, quirky, but as someone running something I find their power inconvenient without turning it into a blatant manipulation or twisting words. I also find it interesting that some people who love precog abilities hate the idea of railroad plots. An interesting paradox. Anyway, thoughts? |
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#2 | ||
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Senior Member
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Re: Precogs and MU*s
Quote:
Quote:
Take care, Jason |
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#3 |
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Member
Join Date: Sep 2007
Location: Emily's Shop
Posts: 38
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Re: Precogs and MU*s
I think I would limit precognition to two varieties:
1) Relatively vague warnings about things likely to happen in the immediate future, e.g. a sense of danger associated with a particular exit in a room because a powerful monster lies that way (or is about to enter from that direction), or a sense of threat associated with an object that is trapped. 2) More detailed visions right at the beginning of an RP scenario which provide useful background info for players that it would otherwise be difficult to give them in-character, e.g. "if you don't complete this quest successfully, the evil princess will slaughter the friendly dragon." Potentially this could continue during the quest: a precog might sense that an apparently helpful NPC is actually a traitor. You could possibly also turn precog into something more like scrying - allow remote viewing of rooms that the player hasn't actually entered yet. |
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#4 | ||
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Precogs and MU*s
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I think that if you do have the precog ability in a game, it should be relatively difficult to obtain, and very few characters should have it. Most precog results should be somewhat vague and should involve player interpretation. It wouldn't be that hard to design a coded precog ritual that involves heavy preparation for a player, and then they could have a glimpse into an event that will occur in the mud's future. Quote:
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#5 |
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New Member
Join Date: Apr 2008
Posts: 26
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Re: Precogs and MU*s
I think a really neat idea is not pre-cognition but post-cognition. That is, an ability to re-live what has gone on at a particular spot. Maybe this is limited to something that happened less than an hour ago in most cases... but when something truly historic takes place, that leaves a lasting impression so that one can get a vision of something that happened hundreds or thousands of years ago.
In one case it's an interesting way to spy. In the other it's a neat way to A) reward or immortalize the heroic actions of players and B) advance a plot line without forcing players into specific actions. And maybe when the moons align in the right way, this ability gets heightened in some way, so that the pre-cog can see details that were never visible before.... |
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