Thread: possession
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Old 07-18-2002, 12:21 PM   #7
Yui Unifex
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Question

I think it'd be interesting to have an entire mud based around 'possession'. Instead of creating a character, you'd create your ghost, perhaps with magical rather than physical traits. Players could spend points on moving over water (some supernatural entities have difficulty with this), moving through wood / stone / flesh, the level / state of the entity they need to possess (must they be low level, sleeping, weakened?), what kind of effect they can have on the living (cursing, providing aid), etc.

So players wouldn't necessarily create their physical form. They'd have to go out and find a suitable host organism and take control of it; perhaps accomplishing seperate tasks in order to possess that person. This would give the game a multidimensional aspect: Ghosts can simply go places and do things that the living cannot. One ghost might possess a peasent to stow away on a ship because he cannot cross over water on his own, then go and get the peasent killed so he can be free from his host in a new land.

Depending on the amount of time players can spend in the land of the dead, physical bodies could become highly transient. Advancement might come in the form of added ghostly abilities, enhancement to the physical form once possessed, or advancement of magical abilities. Or you can make the physical abilities the focus, and players would not like to discard their physical forms; they would want to build them up.

Regarding some of the previous posts in this thread: One can simply disallow possession of organisms that already have a host, although this may be counter to the strategy included in the initial writeup. Or perhaps a strong ghost in a weak body could force out the weaker ghost from their host, which would add an interesting player-killing strategy: Is that little girl your evil knight just killed really just a little girl, or a ghost planning on stealing your host =)?

All in all, I think it's a great idea =).
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