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  Topic: Dumb question: Just what is a RPI?
Falconer

Replies: 48
Views: 112336

PostForum: Roleplay   Posted: Sun May 29, 2005 1:03 pm   Subject: Dumb question: Just what is a RPI?
Forever's End MUD - though I believe it is now extinct - was an RPI run by the talented Duke and based on the Harshlands' codebase.
  Topic: Dumb question: Just what is a RPI?
Falconer

Replies: 48
Views: 112336

PostForum: Roleplay   Posted: Sat May 21, 2005 11:49 am   Subject: Dumb question: Just what is a RPI?
While I haven't been able to find an extensive history or etymology of the term RPI, I'm inclined to undertake the semiological positioning of Roland Barthes' discourse, where the evolution of languag ...
  Topic: Favorite RP Atmosphere
Falconer

Replies: 3
Views: 17821

PostForum: Roleplay   Posted: Wed May 18, 2005 3:01 pm   Subject: Favorite RP Atmosphere
What's your favorite roleplaying atmosphere? Do you prefer to sit in taverns, discussing the latest gossip? Would you rather adventure with a tightly-knit group of companions? Do you enjoy manipula ...
  Topic: Large-scale battles
Falconer

Replies: 26
Views: 32714

PostForum: Design   Posted: Tue May 17, 2005 12:17 pm   Subject: Large-scale battles
I'll respond in full when I've got a bit more time. For now, however, I'd strongly recommend taking a look at AD&D's Birthright Campaign - a highly interesting model that combines the typical exp ...
  Topic: Weekly Plotter #1
Falconer

Replies: 2
Views: 12598

PostForum: Roleplay   Posted: Tue May 17, 2005 12:11 pm   Subject: Weekly Plotter #1
This post is the first in a weekly series that is designed to assist roleplaying administrators with plot planning and execution. We'll be starting with simple plots and moving towards the planning o ...
  Topic: Building tools?
Falconer

Replies: 14
Views: 27537

PostForum: Building   Posted: Sat May 14, 2005 11:10 am   Subject: Building tools?
If you can find a method, KaVir, of creating a program that will allow your builders to map out regions and have the engine convert them into a file that your code will be able to understand, it would ...
  Topic: Staff hierarchies
Falconer

Replies: 54
Views: 130623

PostForum: Administration   Posted: Sat May 14, 2005 8:05 am   Subject: Staff hierarchies
Yeah, you can get a position on any Podunk Mud you want to, but I imagine most programmers of decent repute (of course, I can only speak for this one) would rather either work on their own muds or on ...
  Topic: Automated RP rewards
Falconer

Replies: 10
Views: 24166

PostForum: Roleplay   Posted: Sat May 14, 2005 6:44 am   Subject: Automated RP rewards
Currently I am thinking about awarding a small amount of XP to a character every time they use 'say' or 'emote' based on the number of observers.

I've seen this tactic employed by a number of diffe ...
  Topic: Staff hierarchies
Falconer

Replies: 54
Views: 130623

PostForum: Administration   Posted: Fri May 13, 2005 2:05 pm   Subject: Staff hierarchies
Throughout my experience on a variety of MU* administrative teams, I've found that hierarchies are nearly always more productive, stable and sound. They also run the risk of totalitarian despotism, h ...
  Topic: NPC speech algorithms
Falconer

Replies: 35
Views: 68660

PostForum: Design   Posted: Fri May 13, 2005 1:44 pm   Subject: NPC speech algorithms
Also, my mud is H&S and I am going to need a pretty good reason for at least some of the players to stop rampaging through town and try to stay on the townsfolks' good sides.

Law enforcement NP ...
  Topic: Multiple sets of equipment
Falconer

Replies: 5
Views: 9657

PostForum: Design   Posted: Thu May 12, 2005 1:23 pm   Subject: Multiple sets of equipment
Sounds like a great system that will definitely increase the user-friendliness of any engine. The only disadvantage I can see is that it would be possible for a PC to switch rapidly between sets of e ...
  Topic: Movement speed vs weapon reach
Falconer

Replies: 24
Views: 29474

PostForum: Design   Posted: Thu May 12, 2005 1:20 pm   Subject: Movement speed vs weapon reach
If the only real bump in your development road concerns long-range weapons, I seriously doubt that you would need to change your combat/movement systems to accomodate this. Instead, why not simply ad ...
  Topic: Forum Description and Rules
Falconer

Replies: 1
Views: 9893

PostForum: Roleplay   Posted: Thu May 12, 2005 10:52 am   Subject: Forum Description and Rules
The MudLab.org Roleplay Forum is provided for all administrators, designers and players to discuss roleplaying in online, text-based realms. While roleplaying issues that pertain to the player - from ...
 
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