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  Topic: Ideas for a Bard class
Spazmatic

Replies: 14
Views: 21624

PostForum: Design   Posted: Sun Nov 19, 2006 11:36 pm   Subject: Ideas for a Bard class
I guess to clarify my original post, what I was looking for was a different role for the Bard class. Maybe something closer to what the actual bards of medieval history were, i.e. travelling poet, ent ...
  Topic: Ideas for a Bard class
Spazmatic

Replies: 14
Views: 21624

PostForum: Design   Posted: Sat Nov 18, 2006 3:58 am   Subject: Ideas for a Bard class
Go back to the source?

One would think maybe bards could do things related to, say, music? Like, control the tempo, dynamics, accents, even time.

Examples:

Clog - More attacks per second/rou ...
  Topic: Questless exploration
Spazmatic

Replies: 19
Views: 26250

PostForum: Design   Posted: Thu Mar 30, 2006 4:52 pm   Subject: Questless exploration
The quality is the important descriptor of the quest token (the prisoner, the key, the 100 rabbits). Relative strength is their importance in the context of the goal, for example the imprisoned rebel ...
  Topic: Questless exploration
Spazmatic

Replies: 19
Views: 26250

PostForum: Design   Posted: Wed Mar 29, 2006 11:55 pm   Subject: Questless exploration
I didn't notice your post, ide, before I posted my last reply, so here you go.

I think the quest writer needs to put an additional layer of abstraction over the entire quest system.

The way you ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Wed Mar 29, 2006 11:33 pm   Subject: elements of a social warfare mud
I don't think it's principally the element of chance that needs be present to ensure a feeling of victory or achiement, but rather rules in themselves.

IThe inclusion of chance is an outgrowth of t ...
  Topic: Questless exploration
Spazmatic

Replies: 19
Views: 26250

PostForum: Design   Posted: Wed Mar 29, 2006 4:41 pm   Subject: Questless exploration
First, if the method of completing a quest is relatively open-ended, you need to be very sure that you have anticipated all possible player solutions to it.

No, as this is a game world. Players ne ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Wed Mar 29, 2006 4:23 pm   Subject: elements of a social warfare mud
That is to say, the player could enter into a sort of "dialogue" mode with an NPC and from there make selections of what they would like or dislike to say. This system has already been prove ...
  Topic: Questless exploration
Spazmatic

Replies: 19
Views: 26250

PostForum: Design   Posted: Wed Mar 29, 2006 12:01 am   Subject: Questless exploration
I'm still not sure I completely understand the distinction, but, based on my present interpretation, I would argue that the core aspect of questiness you need to maintain for a modular, task-oriented ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Tue Mar 28, 2006 4:27 am   Subject: elements of a social warfare mud
Scientific credibility, stereotypicality, and predictability are all quantifiable and not really matters of belief... because something is stereotypical, it's not believable? because it's predictable, ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Mon Mar 27, 2006 11:51 pm   Subject: elements of a social warfare mud
I think you're getting very abstract now, Spazmatic. I'm arguing from a standpoint of current technology as I know it. While I find the possibilities of future breakthroughs fascinating, I don't think ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Mon Mar 27, 2006 5:35 pm   Subject: elements of a social warfare mud
I don't think it is.
You're not changing the fact that you can't compute emotion by introducing all sorts of new variables.

You've listed a range of factors that might influence a lift or gun shot ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Mon Mar 27, 2006 3:54 am   Subject: elements of a social warfare mud
I guess the answer lies with science. It's easy to determine how much a character can lift, whether he's fictional or not - that we introduce a random factor to arrive at the exact amount is within re ...
  Topic: elements of a social warfare mud
Spazmatic

Replies: 33
Views: 55657

PostForum: Design   Posted: Sun Mar 26, 2006 3:11 am   Subject: elements of a social warfare mud
Nice in theory, but useless in practice. Bubba the bad roleplayer helps you out, or otherwise provides support for your roleplaying activities? Good rating. Boffo the good roleplayer participates in p ...
  Topic: A "modern" MUD
Spazmatic

Replies: 13
Views: 15437

PostForum: Design   Posted: Thu Mar 09, 2006 4:08 pm   Subject: A "modern" MUD
I think "a cool idea", "a good game", and "a popular game" all imply some player appeal; the distinction is mainly one of how, not whether, you're trying to attract your ...
  Topic: A "modern" MUD
Spazmatic

Replies: 13
Views: 15437

PostForum: Design   Posted: Thu Mar 09, 2006 7:27 am   Subject: A "modern" MUD
It's quite true that game design has shifted from a designer focus to a market focus. This shift has brought us, in my time as a gamer, from Monkey Island to BloodRayne; I leave it as an exercise to t ...
 
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