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Old 10-06-2007, 06:46 AM   #1
Kleothera
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Join Date: Apr 2007
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RPing War and Conflict

I am not sure how to start this. However, supposing a MUD (that is RP encouraged, NOT enforced, but with a sizable group of fairly serious RPers and many fast learning to RP) was to set up sort sort of system of RPing invasions and wars, what would be some of the pointers we should keep in mind?

It has been to a large extent a consent based system of resolution of RP conflict. However, the attempt to manufacture consensus in terms of what each side can and cannot do results in a lot (arguably a majority) of people unhappy with the resolution. It is not a PK mud, so you cannot kill a player that acts above his or her level/ability/opponent expectation to bring him/her to a reality check. If an immortal intervenes, there are allegations of high handedness; failure to intervene results in sighs about favoritism and grumbling about powerplay. I feel that this may to a large extent because of the lack of a clear set of guidelines for war RP.

1. How have other MUDs solved the question of RP of large scale conflict without a PK system?
2. What weight should area NPCs (important sentient ones atleast) have in the resolution of a RP conflict?
3. Any documentation online on this theme that anyone can suggest?

I would prefer a code-light version for this, since the number of people with whom this is an issue is relatively small and it would be a pity to pull a coder to code a fix for the sake of 4-6 people (usually the older and "professional" RPers forming a tight RP clique). The player base is middle-small, with 10-15 during the day (but growing; and I would hate to see this issue magnified when the numbers rise again) . And it is also an old game (8 years+ game development during which time it has moving from pure hack and slash to fairly intense RP).

Any suggestions?
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