Re: Guidelines for an RPI mud.
That's the best list I've seen yet.
I would leave off #10 and #5. Honestly, if you don't require it, don't put it on the list.
I would also change #6, 7, and 9.
6) Extensive, player controlled emote system - Players may create open-ended, custom emotes and have commands to help create these emotes. Stock emotes are not present.
7) (Dump realism. Slower pace doesn't denote realism in any shape or form.) Rewrite follows:
Slow-paced world - RPIs should have a slow pace to the game in order to allow for and promote extensive emotes and reactions between players. This should be accomplished by slow paced combat and crafting systems and promoted heavily by administrators.
I'd also add one:
Mechanics based world - Coded systems should be in place for most gameplay systems such as combat and crafting, and these systems are fully supported by code.
This will help differentiate it from more MUSH/MUX type games.
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You're a brave man for posting the list, so I'll forgive you for skimming my posts and flying off the handle.
Last edited by Milawe : 03-14-2008 at 04:46 PM.
Reason: stupid code didn't go through. gaaaah
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