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Old 06-13-2002, 06:25 PM   #4
thelenian
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Join Date: Apr 2002
Posts: 122
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So far I've found the only way to create plots in which players truly immerse themselves is to not create them at all. Let the players do it all for themselves. A good robust implementation of feudalism is always good for this purpose. Balance castles so they can be taken by clever attackers, yet have them provide tangible benefits that encourage players to attempt to keep them. Done right, you'll see massive political maneuvering, backstabbing, and all that good stuff. The plot is completely immersive for the players because they are the ones creating it.

Unless the players have full creative control of an ongoing plot, they will never be truly immersed, as they feel that their actions/decisions do not really affect the outcome. Many MUDs use goblin/orc/dragon raids on towns as plot devices from time to time. The problem with this is that the players are never truly immersed for one very important reason. The consequences of action/inaction are the same. If the players decide to just move on to the next town and buy some ale, will the besieged town be destroyed? No. At some point or other someone else will kill the baddies, or, if he/she's had enough fun, the imm responsible dests all the monsters and its back to business as usual.

imm-introduced plots can be fun diversions, but true immersion is only possible if the players are in charge, and their actions have real consequences. Plots should never be written out as a story, as that implies predetermined outcomes.
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