Tragedy in muds

 
Post new topic   Reply to topic    mudlab.org Forum Index -> Design
View previous topic :: View next topic  
Author Message
Kjartan



Joined: 13 May 2005
Posts: 110

PostPosted: Wed Nov 08, 2006 4:51 pm    Post subject: Tragedy in muds Reply with quote

These days much of the mud player audience is fairly mature, so maybe they are interested in something more than the standard "hero saves the princess and lives happily ever after" plot. I am thinking of making a quest that is a tragedy; the player gets the reward he went into the quest for, but all or most of the "good" (i.e. sympathetic) characters end up killing each other, due to bad luck mingled with flaws in their natures.

Have any of you done tragedy in autoquests or rp (in my case it will be an autoquest)? How was it received? I am particularly interested in tragedy on non-rp muds, which is my situation.
Back to top
View user's profile Send private message Visit poster's website
Author Message
KGZotU



Joined: 08 Nov 2006
Posts: 7

PostPosted: Wed Nov 08, 2006 10:18 pm    Post subject: Reply with quote

Hmm, an interesting idea.

I don't have experience with such a thing. It seems like typical save the day quests might be dominant because they depend on action, and MUDs are very capable of handling action. A tragedy would rely upon drama, and most MUDs aren't very good at drama. I think PCs would be unlikely to investigate the nuances of their NPC acquaintances, or even develop much sympathy or attachment to them.

Maybe if you were able to replicate drama with action. You might be able to endear an NPC to a PC by having that NPC provide crucial combat assistance. These NPCs could have a particular quirk or style in their fighting. Have two such NPCs with either a distrust for each other or mutually exclusive goals help the PC at separate times, then the PC witnesses the collision of the two. Each NPC gives just a few lines to let the PC know of their backstory.

To provide a completely heavy handed example. You're traveling through a cave to save a princess. The princess and the two male NPCs used to be great friends together, until the males had a falling out over some romantic intrigue with the female. Both have come to save the princess on the same quest that you were given, but the cave is very big and they don't know that the other is there. One casts fire spells and the other casts ice spells. On the PC's first big fight, one of the NPCs wanders in to assist the PC against a MOB. After the fight, he says a couple lines about why he is there. The NPC stays with the PC, maybe provides a clue for a puzzle, then they're forced to split. Further down the line, the PC encounters the other NPC who does some assisting. PC and second NPC finally walk into room where princess is unconscious, and first NPC is standing over her. Each yells something about the other being responsible, then they fight. As they near death, the real captor--perhaps a demon--teleports in and begins dragging away the princess. NPCs realize what's going on, and bravely join forces against demon who quickly demolishes them in their near dead state. PC is left to finish demon and rescue princess.

I don't know if any of this answers your question. I hope it helps. (; Sometimes I just get carried away with brainstorming.

--Joe
Back to top
View user's profile Send private message
Author Message
Kjartan



Joined: 13 May 2005
Posts: 110

PostPosted: Wed Nov 08, 2006 10:34 pm    Post subject: Reply with quote

These are good ideas.

I am trying to provide attachment to NPCs by using NPCs that have appeared in previous quests (but that aren't permanent fixtures who repop). So, for a given player, once these guys are dead he never sees them again (although other players will see them when they do the earlier autoquests). This is the culmination of a series of autoquests where each one must be completed before you may start the next one.

In one of the earlier quests, one of the NPCs has a very long monologue that she delivers as you escort her around and protect her from stuff, so she sort of has a recognizable personality. I think that may help.

I am still going to give the player the reward he went into the quest to get; this is still a H&S mud, I think it would be asking a bit much to mess with the PC as part of the tragedy.
Back to top
View user's profile Send private message Visit poster's website
Author Message
Molly O'Hara



Joined: 11 May 2005
Posts: 99
Location: Sweden

PostPosted: Thu Nov 09, 2006 7:12 am    Post subject: Reply with quote

I've designed a couple of quests where the player gets a choice of what path to pursue. He can either do the good thing, for instance save the young prince held prisoner by a cruel wizard, or join the wizard in his evil plot, which will of course lead to a tragedy for the prince and his city. In both cases it leads to a pretty elaborate, but slightly different quest, and the player gets rewarded with an item of equal value, but one can only be used by good-aligned, the other by evil-aligned.

This particular quests is set up with a lot of background atmosphere, gossiping citicens providing parts of the story etc. But I have also made simpler quests, where for instance the player gets a 'sensitive' letter to deliver to a certain NPC. If he chooses to give the letter to a known enemy of the addressee instead, (which only a few players would be inventive enough to figure out), it can leed to all kinds of interesting twists and politics, definitely drama and possibly tragedy.

My main motivation for making quests with choices was really not to produce drama, rather to make it a bit harder for players to blab about the solutions, because the quest would not take the same path for every player.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Author Message
Drey



Joined: 15 May 2005
Posts: 24
Location: Livonia, MI

PostPosted: Thu Nov 09, 2006 4:41 pm    Post subject: Reply with quote

KGZotU wrote:
A tragedy would rely upon drama, and most MUDs aren't very good at drama.


Many MUDs seem to have an overabundance of drama. Wink
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    mudlab.org Forum Index -> Design All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2001, 2002 phpBB Group
BBTech Template by © 2003-04 MDesign