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This is a discussion on "Looking for an RPI mud..." in the Top Mud Sites Roleplaying and Storytelling forum : Originally Posted by (The_Disciple @ Dec. 25 2004,10:15) The definition from some random guy on a mud website would be more accurate? Did you notice that dragonmaster never gave a definition? I've figured out the definition will always match whatever the current features are of the muds that call themselves RPIs.... |
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#31 | |
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I've figured out the definition will always match whatever the current features are of the muds that call themselves RPIs. |
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#32 | |
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#33 | ||
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Join Date: Apr 2004
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An RPI mud is levelless, xpless, has permadeath, no global channels(except a newb channel I think), is incredibly RP focused(yah this ones up to opinion mostly, that's the main reason for the other requirements that are more of a yes/no thing), and there are probly other requirements but these are the ones I can remember off the top of my head. |
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#34 | |
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OTOH, ElendorMush is truely levelless and experience pointless. Neither hit points nor mana either. There are no other abstractions replacing those. The only difference is it does have OOC global channels. It certainly satisfies the intense role-playing criteria though. That's obvious through the extensive logs. So where's the rest of this RPI mud definition that you can't remember? One would have thought being that it's so very important to you that you'd have a very clear idea of just exactly what it is. Maybe even give us lots of links to essays and definitions. I've read here that RPI muds can't have a who list, and a score command. Hmm... some do though. |
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#35 |
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I wonder somewhat if the original poster has ever discovered a mud that he/she found acceptable. If SOI and Armageddon did not pique his/her interest, then it is likely that he/she was not looking for an RPI in the typical sence.
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#36 |
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Tyche have you even seen the code for Armageddon? I find it disturbing that you made the statement that it has levels and experience when you yourself are not even on staff for Armageddon, and you can't even spell the muds name right, so your experience with it is obviously lacking. And a definition for RPI mud? It's already been posted, everyones definition for an Acronym in the MUD world is obviously going to differ from person to person, even when RPI is not a word we all know it means.. Role-Playing Intensive. With those three words any mud that is just Role-Play, is not an RPI we can all deduce, you have that Intensive in there for a reason, what is Intense? IMNSHO..
-Permadeath -No levels -No experience -Detailed emoting system -Well-written rooms/areas/objects/weapons -Good solid code to support the roleplaying Those are Intense things that make an RPI an RPI, they are INTENSE things that take away from the code(no levels) or support it (emote system). Yes I play Armageddon MUD. -Del |
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#37 | |
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Join Date: Apr 2004
Posts: 106
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#38 |
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An RPI is, plainly and simply, a game where the main focus is roleplay, and which offers the player a chance to create and act out a role. The intensity is a difference of degree, and not something that disqualifies a place because they don't match some numerical criteria or have OOC mechanisms to help the player.
To my mind, the factor that makes a MUD successful at being roleplay intensive is having things that facilitate getting inside the role. Delerak mentioned some -- the think command's another noteable one. That's where a lot of the code being decried as tedious comes into play, I think, such as getting one's clothes dusty when walking through a sandstorm, or finding that cooked food is more filling/satisfactory than uncooked. They're not intended, though, to slow things down for the player and keep them from wandering off to spam kill fidos - they're there because they make the game world slightly more "real". And that degree of adherence to gritty detail is not everyone's cup of tea - which seems fine to me. I like the occasional ramble on a hack and slash, and the drive to level, because it's a fun way to explore the game. I've built a few areas on such games, and enjoyed the heck out of it, as anyone who's played Everwinter or the Midsummer Night's Forest on DarkCastle can testify -- they're silly and full of little pop culture references and jokes. I like playing some console games because they're fun for different reasons, often revolving around graphics. But if I want storytelling, a character and plotlines that makes me laugh or cry, I go to an RPI, because that's where they really shine. Some hack and slashes get a bad rap because they're stock Diku (or ROM, or whatever flavor) and therefore tend to be the same as any other. I like innovativeness and cool little features that I can explore, and so far I've found them more consistently on RPIs. Which is not to say they don't exist elsewhere. It seems a little disingenuous to me to say that the best roleplay doesn't happen in the environments that facilitate and encourage it the most. Sure, it can happen elsewhere in lands replete with gossip and auction channels, but it's not going to flourish and self-perpetuate in the way it does when you're in an atmosphere where it's the main focus of the majority of the players. |
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#39 | |
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Join Date: Nov 2003
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In case anyone still reading this thread has muds to recommend I'll provide a few more details on what I'm looking for in case there is something other than whats been recommended that I may like. I want a game... * where the focus is RP * that is preferably fantasy themed, but I'm open to give others a try * that is newbie friendly if possible |
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#40 | ||
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#41 | |
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For example: Aardwolf hack-n-slash Harshlands RPI ElendorMush role-playing It's rather obvious to me that muds like Harshlands and Armageddon do contain hack-n-slash games just like Aardwolf while incorporating some of the elements of pure role-playing games like Elendor and TrekMush. Skill-based development based on use is certainly not unique to RPI games. The finer abstraction of skill levels as opposed to character levels has been part of many hack-n-slash muds for a long time. My objection is that RPI does not have specific criteria and is just another analog term that can describe a number of muds today, and is no longer codebase dependent (i.e Threshhold is an RPI mud, and there's a few RPI mushes - I listed them on an earlier thread). But most importantly the quality of role-playing on an RPI mud is not any better nor more intensive than a non-RPI role-playing mud, as opposed to it certainly being better than a typical hack-n-slash mud. |
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#42 | |
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One thing I noticed that's different on RPI muds is the attitude towards a simulationist aspect being present. That is players are roleplaying against/with an environment. Coming from playing role-playing mushes, for the most part the players implement the environment or the reality. There's a lot more player control over the world. Yes our clothes get dusty, wet, torn, there are storms, and earthquakes, and our food tastes different probably in more ways than one could imagine or code. There's also the presence of goal-based game that doesn't have anything to do with role-play; that is to say can be gamed, min/maxed mechanically like D&D, Gurps or Rolemaster. If you think about it, absent role-play enforcement, an RPI mud would devolve into a pure hack-slash mud. On many of the other styles of role-playing muds that don't have the goal-based game, absent role-play enforcement they would devolve into purely social environments like a talker and/or building based toy environments (i.e LambaMOO). BTW I've also played and enjoyed many hack-n-slash muds as well like Artic, Batmud, Sojourn, and Ground Zero. I don't believe most people play specific games or even game types to the exclusion of others. I enjoy chess, card games, baseball, volleyball, quake, age of empires, civilization, wargaming, pen and paper rpgs, zork-style games, diplomacy, as well as role-playing muds. I even play and enjoy the rather low role-playing immersion of a tabletop D&D dungeon hack-n-slash at the kitchen table, as well as the higher immersion of a tabletop Ars Magica campaign. One thing that would turn me off totally from a tabletop RPG is a game master who wouldn't tolerate any OOC social interaction between the players at all, or ran a game based solely on the game mechanics without making any judgements or situational rules up to handle events. Hmm I think that's gets to the core why I don't particularly enjoy RPI muds, or what some call RPIs. |
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#43 | ||
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Join Date: Apr 2004
Posts: 106
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And I never said anything about the quality of RPI RP being better than the quality of a "pure role-playing game"'s RP. It is different and really depends on opinion. I prefer the RP in RPI muds, but this doesn't mean they necessarily have "better" RP, just RP that I enjoy more. Somebody else might feel the exact opposite. That's what's so great about having a variety of muds to try. |
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#44 | ||
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Permadeath certainly can't be a requirement... rather the immersion requirement I suspect is to implement the world realistically (realism along the lines of the underlying fantasy obviously). In a mostly deathless world like Vampyre or a world where resurrection or cloning is commonplace and part of "reality" would make permadeath "unreal" and non-immersive. So no that can't be a requirement, as neither would a definition requiring all RPI muds to meet the ridiculous notion that everyone is telepathic and can send tells to each other, or require the stage to be in a desert world. You know the first implementor of an RPI mud to use the term RPI stated emphatically that who and score were OOC and didn't belong in an RPI mud. Hey it's a great point following right along the line of global channels. Where's that leave Armegeddon? In strictly non-RPI land. That is if you follow the specific criteria rather than a more reasonable and sensical analog criteria. But yes Armegeedon has levels too. But I'm now repeating myself. It's meaningless distinction of game mechanics that have absolutely nothing at all to do with "intense role-playing" or the style of game. Whether you know OOCly that you are a level 10 thief on Threshold or you are a level 47 pick-pocket on Armeggedon doesn't make the experience any more intense or immersive. Whether it's hidden or open to inspection maybe. So what's the deal with the anti-immersive Armegeddon stat command? See above. Quote:
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#45 |
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Do you mis-spell Armageddon purposefully or is English not your first language?
-Del |
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#46 | |
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Join Date: Sep 2002
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As long as we're being nitpicky anyway. |
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#47 | |||
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Join Date: Apr 2004
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And as for the whole "non-permadeath to increase immersion" thing, if people never die in the world, than I'm taking it that new people are never born either? Otherwise the world population would have serious problems. No such thing as assassins in such a world, why kill somebody when they pop back up? Necromancers(a class in Threshold IIRC) would have problems to if all their corpses jumped back up and started attacking them. There wouldn't be too much war, as it would last forever as soldiers got back up and continued fighting and eventually people would get bored, and realize nothing was going to happen. There would be no sense of courage really as people wouldn't be worried about doing something dangerous since they could pop back up all fine and dandy. A mud could be set up so that the lack of permadeath increases immersion, but Threshold wasn't done that way, the permadeath was not included so that players would not have to make new characters when they died. |
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