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Old 06-19-2002, 12:10 AM   #1
Brody
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Greetings,

A recent thread deliberated the pros and cons of admin versus player-driven RP.

That's a valid topic, and worth talking about. But I think what might be of more value is a discussion of RP possibilities for players who are participating in an RP-heavy environment.

We can talk about plots for admins to run in another topic later, but for right now: Discuss ideas for player-run activities!
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Old 06-19-2002, 07:05 AM   #2
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So far I've seen the best player-run RP going on within the context of feudalism.

1) Build some castles.
2) Put cool stuff in the castles.. forges, mineshaft, kitchen, rooms with good locks and permanent save chests.
3) Put in a portcullis.. owner of the castle specifying who is to be admitted (exclusivity == good).
4) Owners of castles and their appointees get fancy titles.
5) Owners of multiple castles get even fancier titles.
6) Throw in at least one pickable back door... allow skilled people to climb over the walls.
7) Make only enough that maybe a quarter-half of the MUD can have one
8) Add a dose of players and let sit.

As long as you make it so that all administrative aspects of castles (including coups! ) can be handled by the players without IMM intervention, the above recipe is guaranteed. Players will form groups that try to take castles.. castle leaders will plot to remain in control - and possibly conquer their neighbor. Politics will run rampant, and the plot thickens.

In more general terms usable on any MU*:

1) Create a valuable resource
2) Make sure that that resource has practical in-game value that players can use for in-game benefit.
3) The resource must be usable by a group of people who are selected by a single person who has sole administrative control of the resource.
4) Owning the resource should be an ego-booster.
5) Make sure that even for those who own one of that resource, owning more than one == better.
6) It must be possible for other players to wrest control of the resource from the current owner.
7) The resource must be fairly limited, so that only a minority benefit from it at any one time.
8) Let the players run with it.

Valuable resources tend to create a motivator for players (damnit, I want one!! ). When the resource is usable by many, we get group dynamics (lets work together to get one!! ). Allowing a single person to own more than one of the resource, we get full-scale campaigns (I shall rule the world!!! Bwahahahaha! ). If the resource is cool enough, and a limited commodity, it will be enough to motivate people who lack it to seek it, even if they must take it by force. If you have all this, and allow it to be run by the players alone, you'll see a thriving society spring up around just this one resource. It will be self-regulating, and the plots will be provided by the players themselves.
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Old 07-13-2002, 01:02 AM   #3
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Thelenian had some great suggestions - anyone else?
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Old 07-13-2002, 05:23 AM   #4
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Heya,

I'm not sure if I understand the topic, but at the mud where I play (not rp-enforced) most rp comes from the players.

Mostly an imm (not an admin but a player leading a group of players) sets up their alignment and their rules etc. Then the players have some guidance in their rp, and special rp events could be done by anyone. Like stories, getting that one special item for the following (not statistics but sentimental worth) etc.

I must say I like the idea of Thelenian though, I don't think I can't think up something better so quick , although I think my community idea (advanced mud topics) would make people rp by themselves too. Then again, the community might be the resource Thelenian is talking about and thus wouldn't it be something new

Greetings Dre
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Old 07-13-2002, 09:29 AM   #5
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I agree with giving players something to work with. We currently have a few on-going quests that are player developed and played out while the imms do their bidding and set up what they need. Other players set up their own quests, such as Inty our beloved mental case with multiple wives. He's currently being seduced by a succubus out to steal his soul *cackle*. Ahem. Anyway, players have the ideas, the drive and the time obviously to devote to the game, so admin needs to supply them (within reason) the things they need to play out the scenario. First and foremost is to listen to what the players want, then find a way to give it to them. Enhance their RP without disturbing game balance, it gives them a sense of control over their RP and freedom.  And always, always, recognize players for their efforts. Positive reinforcement!

On the player side of this, just do it! Ask, get others involved, form opposing groups and if you need special things done for your quest don't hesitate to ask the immortals for help, just make sure you don't ask for outrageous stuff There are no rules about scenarios, some aren't planned at all, others take some collaboration. When you're running through town on a leveling trip and you pass someone who catches your eye with a phrase or action, pause and RP with them rather than rush off to grab that next level. Too many players get caught up in "I'm busy ******".

[Busy] Kyrene [Busy]
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Old 07-16-2002, 03:58 PM   #6
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Angry

Well... -inserts evil grin here-

I think one of the main ways to establishing self contained player RP/social order is to make PK more defined. Not defined as in "let me make rules for every itty bitty thing and discourage killing so my morts can rule and so the whiny brats can rule", but defined as in the possibilities. Why you ask?

Well...

It happens far too often, be the players mature or young, that social discussions and situations lead to boosted ego and things of that sort. If the threat of PK were behind each and every conversation, then people would be more aware of what they did/said, and eventually a social order would develop. When the whining starts (oh and it will), the immortals should turn their backs and go fishing. (unless a bug was abused)

Once this social order is in tact, then roleplay becomes limitless. From simple tasks such as rally a mob to beat a local bully, to complex scenes of intrigue such as overthrowing an evil Duke. If your MUD has a craft system like Daedal, then you can do what they do and build entire clans of craftsmen that will either cheat...or favor people as they peddle their goods.

Once you get the social order in tact, it is almost impossible NOT to find roleplay for your character. The immortals just need to take their fingers out of the pie and let it cool a bit.

...
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Old 07-16-2002, 04:15 PM   #7
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When Chapel grins it's time to run...
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Old 07-22-2002, 09:00 PM   #8
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Hopefully this isn't too long, but my basic thought on 'self starting RP' without admin assistance is to look at your character, think of a goal they have, and RP to attain it. The goal can be the immediate 'I need a drink' and go find a tavern or something to something more of, 'I want to be known as the best of <blah>' or even, 'I want to live my life while everything crumbles apart.' Some are obviously better than others, it depends on the character.

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Old 07-22-2002, 10:00 PM   #9
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There was a situation some months ago in the mush I play wherein the admins took down the old automated system of travel.

Suddenly folks found themselves scrambling for transport. What happened was a number of players tried thier level best to gain their own ships. And several of them on their own started thier own spaceflight services.

There were also rumors of pilots and crew making thier passengers vanish to who knows where as well as pirates disguising themselves as passengers to steal thier own ship.

In this case the ships are the valuable resource here. The castles in outer space.

***

Self starting rp for me means travel. Someone, somewhere is doing something interesting. All you have to do is find that situation. It takes two to rp. And sometimes just bumping into a lone stranger can start things off.

Another way is like Yev said. Set yourself a goal like startand it will color your thinking and lead you to very unexpected places.
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