Thread: Races
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Old 07-15-2003, 09:15 PM   #4
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
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IMO the concept of a "fully developed race" is along the same lines as that of a "fully developed mud". There is always something else that can be refined, improved or updated, it's just a matter of where you wish to draw the line. Is there some special significance to having 21 races? Because otherwise, logic dictates that you could instead have 7, each of which has 3 times as many special features/powers, and 3 times as much background story.

It really depends on a lot of different factors (in particular, how you present it to the players); there is no universal "correct" number of races to have.

I believe "remort" (re-mortal) is the concept of a character reaching top/hero/immortal level, then starting again from scratch, often with some sort of benefit. I first saw this approach used in a regular pen&paper roleplaying game (D&D Immortals Rules boxed set from 1986), but I've no idea which mud first used it (although the usenet archives show evidence that it was in use by 1993).

There have been numerous variations of remort over the years, although I would say your suggestion wouldn't be considered one (people don't restart in any way, they just change). In fact, what you describe sounds more like a tier-system, which is one of the more recent (although equally popular) mud features.

I do find it rather strange that people would be able to specialise their race (or more accurately "species") later on though. For some supernatural races it might make sense, but I cannot logically see how (for example) an "elf" would suddenly turn into a "wood elf" (for starters, what was he beforehand?).
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