|
|
|
Initiate
      
Group: Basic Members
Last Login: Saturday, February 02, 2008 9:02 PM
Posts: 6,
Visits: 18
|
|
Hello living role-players!
Winter is bearing down and probably, if you're like me, you can't really get many people together to play.
Virtual worlds provide the answer. The big MMOs of course out there, but if you're like me the graphics can detract as much as a bad prop.
Another alternative: the all-text multiple-user game. Being in text, your interaction is limited only to your imagination!
In my spare time I'm an admin over at The Two Towers MUD. You can visit our website at http://t2tmud.org and drop by. At any time you'll find dozens of people to roleplay with. And if you see me (Aule) there, don't be shy!
Aule, Administrator at The Two Towers. http://t2tmud.org/
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 8:04 PM
Posts: 1,539,
Visits: 4,045
|
|
| Welcome to the Rule7 forums. As a rule I don't mind you advertising your game and all on here. However it would be nice if you spent a bit of time here too. After all, the difference experiences in Muds and LRP is quite significant and would be a really interesting discussion which I am sure many users would participate in. And its the polite thing to do.
|
|
|
|
|
Initiate
      
Group: Basic Members
Last Login: Saturday, February 02, 2008 9:02 PM
Posts: 6,
Visits: 18
|
|
Sorry if I've offended!
Honestly, I found your forums quite by accident when browsing for something else, and it popped into my head that the very thing that is so interesting about live-action role playing is the very same interaction and creativity that is also what makes me prefer text-based online games to the graphical ones.
If there's an interest in comparing MUD and LARP, I'll be happy to give some more details.
Aule, Administrator at The Two Towers. http://t2tmud.org/
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 8:04 PM
Posts: 1,539,
Visits: 4,045
|
|
| You might want to have a look at some of the discussions we have had in the past. http://forums.rule7.co.uk/Topic46772-4-1.aspx Some of the stuff in the workshop areas is also quite interesting when looking at this. The experiences through different mediums is certainly interesting as is any take you might have on MUDs and/or opinion on LRP. No, I'm not offended at all, just I noticed your first and only post was an advert, I think your game will likely get more interest from people here the more you stick around and similiarly you might find something you like in turn.
|
|
|
|
|
Initiate
      
Group: Basic Members
Last Login: Saturday, February 02, 2008 9:02 PM
Posts: 6,
Visits: 18
|
|
Thanks for the link. I read through that other thread but I don't think it applies as it was talking about a cell phone locator type system (unless I misread!)
The tedious part of LARP (to me) is always the mechanics of the simulation. For instance: getting drunk and fighting.
As part of the simulation you'd like to act drunk and have that affect your abilities, such as your ability to swing a sword. The mechanics will determine who wins a swordfight - the drunk veteran or the sober newcomer. That's when the mechanics come into play, and that's also what can break the immersion if not done correctly. It can also cause some heated arguments!
The advantage that MUDs give, specifically, is that they do those mechanics "behind the scenes" - you just get drunk, wield your sword, and engage in combat. The mechanics that you never see determine who is winning and let you know.
Now, they still have 'game' aspects: there are places where numbers are presented, altho these are kept to a minimum. There is "character building", getting stronger and more experienced, so you can't jump right in as a veteran warrior.
There are a wealth of non-player characters to interact with, many which will send you on missions that you'll have to complete with either brains or brawn. This is another advantage of text games - graphical games are limited in the actions the player can do, and so almost all missions end up revolving around going out and killing something. Text games like MUDs however give far more variety on ways to complete missions.
I hope the above information is useful!
Aule, Administrator at The Two Towers. http://t2tmud.org/
|
|
|
|
|
Squire
      
Group: Basic Members
Last Login: Wednesday, September 17, 2008 11:22 PM
Posts: 38,
Visits: 167
|
|
I've not done anything on MUDs in almost 10 years I think - haven't even touched a line of code on them... My one failing as a MUD player was that I'd want to get my hands dirty in the codebase and start tweaking - people fly up then the flight wears off - why aren't they falling... *tweak*. People drink alcohol and still talk recognisable english... *tweak*. As you can guess I spent a lot of time adding flavour to things ;-)
Strange that I should see this a couple of days after getting an email from Zugg about his plans for zMud (or whatever his client is called now), made me think about getting back into MUDs... After I finish all the website coding I've decided to do... *tweak* ;-)
Robin
DNDLarp - LARP system (Unforgotten Realms) and OGL rules for d20 LARPing
|
|
|
|
|
Initiate
      
Group: Basic Members
Last Login: Saturday, February 02, 2008 9:02 PM
Posts: 6,
Visits: 18
|
|
Rycochet (1/21/2008) I've not done anything on MUDs in almost 10 years I think - haven't even touched a line of code on them... My one failing as a MUD player was that I'd want to get my hands dirty in the codebase and start tweaking - people fly up then the flight wears off - why aren't they falling... *tweak*. People drink alcohol and still talk recognisable english... *tweak*. As you can guess I spent a lot of time adding flavour to things ;-)
> say Yeah, when people drink too much sometimes it's really hard to understand what they're saying
You say like a drunk in Westron: yEah, WHeN peopLE dRiIiNK toO MucH
soMetImEEEES *HIC* IiiIiT's reeEAaaAAALLy *HIC* HaRD *HIC* tO
UnDeRStand wHaT TheY're SAYiNG
Aule, Administrator at The Two Towers. http://t2tmud.org/
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 8:04 PM
Posts: 1,539,
Visits: 4,045
|
|
| Thats an interesting viewpoint. LordAule (1/15/2008) Thanks for the link. I read through that other thread but I don't think it applies as it was talking about a cell phone locator type system (unless I misread!)Yes he was, although it gave an insight into the ways in which people have tried to tie the two ideas together.
LordAule (1/15/2008)
The tedious part of LARP (to me) is always the mechanics of the simulation. For instance: getting drunk and fighting.I find that odd. Surely both are a choice, both in character and out of character. They are both types of behaviour and I wouldn't describe behaviour as "mechanics" - surely computer games are far more mechnical? I've always felt that Computer RPG's don't really live up to the concept of roleplaying as roleplaying requires interaction with other individuals and the actual situation of a person playing the majority of so called computer RPG's is that they aren't interacting with anyone. MUDs, and MMOrpgs do involve interaction and therefore do involve a level of role play.
LordAule (1/15/2008)
As part of the simulation you'd like to act drunk and have that affect your abilities, such as your ability to swing a sword. The mechanics will determine who wins a swordfight - the drunk veteran or the sober newcomer. That's when the mechanics come into play, and that's also what can break the immersion if not done correctly. It can also cause some heated arguments!You see I think your experiences of LRP sound pretty poor. I would argue the counter point that the programmed simulation of computer games require a greater level of interaction with character statistics. Development of the character is not determined by interaction, but by numerical advancement. Whilst some of this progression is present within most LRP games, most LRPers would feel that the interactions with other characters grant far more developmental progression than any extra skill points.
LordAule (1/15/2008)
The advantage that MUDs give, specifically, is that they do those mechanics "behind the scenes" - you just get drunk, wield your sword, and engage in combat. The mechanics that you never see determine who is winning and let you know.No, they aren't behind the scenes any more than LRP, they are just behind a different set of curtains. If you are used to them, you hardly see them when you look out of the window. IMHO MUDs can never give you the same thrill of success when a plan works, or you defeat another player in a contest of hard skills.
LordAule (1/15/2008)
Now, they still have 'game' aspects: there are places where numbers are presented, altho these are kept to a minimum. There is "character building", getting stronger and more experienced, so you can't jump right in as a veteran warrior.I think that kind of proves my point above. I don't see this as the priority for any character progression system. Skill progression is nice, but characters who have been in an LRP game a long time have significant advantages over new characters because they know the cultures, societies and individuals. This is due to the fact that they have interacted with them. AFAIK MUDs don't have that level of perpetual world dynamics. Some Morpgs do - and that to me is there biggest draw, the hack and slash you can get pretty much anywhere.
LordAule (1/15/2008)
There are a wealth of non-player characters to interact with, many which will send you on missions that you'll have to complete with either brains or brawn. This is another advantage of text games - graphical games are limited in the actions the player can do, and so almost all missions end up revolving around going out and killing something. Text games like MUDs however give far more variety on ways to complete missions.No, graphical games are limited usually by the programming and the popularity in just the same way text games are limited. However text games are usually designed on a micro budget with little aim towards profitability. Puzzles are puzzles, the crossword in the paper is just another puzzle and I think its a little demeaning to the player to think that pre-designed objectives are as satisfying as the opportunity to come up with their own. I once had an enthused MUD programmer approach me because he had found me on the internet and thought I would be a good person to help him design a world for his game. What he actually seemed to be after was my endorsement of his ideas. When I told him I felt his system was formulaic and dull, he was brave or foolish enough to ask what I would do instead. I suggested a game with ranking systems based on people's interactions with each other, allowing someone to gradually rise up and become the leader of a nation simply by talking to people. Combat was then just a tool to implement their will over other nations and graphics were used mostly just to determine where everything was. Of course, being utterly rubbish I have no programming ability to turn such an idea into reality, so my mouth is writing cheques that I cannot cash... LordAule (1/15/2008) I hope the above information is useful!Definately, always nice to hear a different viewpoint, I hope you don't mind my responses.
|
|
|
| | |