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  Topic: How to reduce the value of multiple accounts?
martin

Replies: 7
Views: 19900

PostForum: Design   Posted: Fri Sep 10, 2010 4:27 pm   Subject: How to reduce the value of multiple accounts?
which mud would that be, actually?

I'd go along with rewarding active playing versus idling. Making crafting only possible if you have have done some active playing? But how to measure?
  Topic: Design Notebook: themes
martin

Replies: 37
Views: 99349

PostForum: Design   Posted: Thu May 20, 2010 10:03 pm   Subject: Design Notebook: themes
I'd like to expand this idea:
The PCs are paranormal investigators and monster hunters - think of something along the lines of the X-Files or Supernatural TV series, or the Call of cthulhu roleplayin ...
  Topic: Design Notebook: themes
martin

Replies: 37
Views: 99349

PostForum: Design   Posted: Mon May 17, 2010 2:28 pm   Subject: Design Notebook: themes
@ malaprop: Hardy Har Har. I was refering to modern, "scientific" racism. But this would be a scholarly debate that we don' need here. If people just follow the idea and maybe turn it into s ...
  Topic: Design Notebook: themes
martin

Replies: 37
Views: 99349

PostForum: Design   Posted: Fri May 14, 2010 12:26 pm   Subject: Design Notebook: themes
Religion instead of race as the primary dividing paradigm

Until few centuries ago, there was no widespread racism in the modern sense, for example Native Americans that converted to chatolizism cou ...
  Topic: Mini-games based on card games
martin

Replies: 15
Views: 41605

PostForum: Design   Posted: Thu Dec 03, 2009 5:34 pm   Subject: Mini-games based on card games
One Idea about poker/racetrack:
Make it a Texas Hold'em - the pool cards allow to make an educated gues as to what another player might have, so you make the outcome more skill-dependant./less relyin ...
  Topic: Mini-games based on board games
martin

Replies: 11
Views: 27492

PostForum: Design   Posted: Tue Dec 01, 2009 3:25 pm   Subject: Mini-games based on board games
Two games that could be used:

Go - even easier rules than chess, and I think (I don't really play) it scales well: normally, the board size is 19 x 19, it could easily be played on a 5 x 5 grid for ...
  Topic: Botting-positive MUD?
martin

Replies: 2
Views: 13384

PostForum: Design   Posted: Thu Nov 19, 2009 2:56 pm   Subject: Botting-positive MUD?
I'm tihnking about a possible MUD, that actually encourages botting. Game-play wise, this would be a playground for programmers. I o the idea, after someone told me about a uiversity course about soc ...
  Topic: Ecology: what is needed?
martin

Replies: 18
Views: 43101

PostForum: Design   Posted: Sun Aug 23, 2009 5:13 pm   Subject: Ecology: what is needed?
Old discussion - still, some of you might find this material interesting:
http://home.comcast.net/~sharov/popechome/
quantitative population ecology, the science of how many boars and goblins form a ...
  Topic: Design Notebook: themes
martin

Replies: 37
Views: 99349

PostForum: Design   Posted: Tue May 19, 2009 12:30 pm   Subject: Design Notebook: themes
Von Neumann Probes

each player is a sentient starship, one of a fleet of potentially self replicating ships sent out to colonize and explore.
players compete or cooperate for ressources in a new p ...
  Topic: Design Notebook: themes
martin

Replies: 37
Views: 99349

PostForum: Design   Posted: Thu Sep 25, 2008 12:58 pm   Subject: Design Notebook: themes
Holes in the backstory
You could set the backstory of your game not as one canon narrative, but rather as different sets of faction-dependent interpretations and beliefs. That would allow you establ ...
  Topic: MUD ideas
martin

Replies: 2
Views: 9024

PostForum: Design   Posted: Thu Sep 18, 2008 5:58 pm   Subject: MUD ideas
I forgot:
6. less lethal combat
It would be cool to have a coded system that distinguishes between to kinds af ltality in combat. So, you could customize you char to react to less lethal (will have ...
  Topic: MUD ideas
martin

Replies: 2
Views: 9024

PostForum: Design   Posted: Wed Sep 17, 2008 11:05 pm   Subject: MUD ideas
While have never run a MUD, and haven't played one in a while, and probably won't play in a while, I want to share a few ideas on the general game design that I've had over the years. So, I'm writing ...
 
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