Tools to run Roleplaying Events

 
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Ashon



Joined: 11 May 2005
Posts: 86
Location: Seattle

PostPosted: Mon May 16, 2005 2:39 pm    Post subject: Tools to run Roleplaying Events Reply with quote

After having followed Molly's Roleplaying Experiment, and noting some of the issues that cropped up, does anyone who runs a Roleplay Heavy Game, have tools that they use to manage these events? A specialized client, or specialized code that helps them run the event, track the players involved?
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HaiWolfe



Joined: 13 May 2005
Posts: 15
Location: Boston

PostPosted: Mon May 16, 2005 5:40 pm    Post subject: Reply with quote

At the roleplaying games I've administrated at, I can't think of any special tools or code that we used to run events. Mainly what you need for an event to go smoothly is a lot of planning, ample communication between the staff while running it, and experience.

There are also some tricks for multi-tasking if you're short on staff, and things are going on at more than one location at once. One thing I've done is to snoop on a key player in the second location, and use "at <player> <command>" to do things like sending out echoes, manipulate mobs, and so on. Once again, it's just experience from running a lot of events that'll give you the ability to handle any problems that crop up.
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Ashon



Joined: 11 May 2005
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Location: Seattle

PostPosted: Mon May 16, 2005 5:49 pm    Post subject: Reply with quote

So do you think that having a tool, where if you need to say load an object or a mob, or tell a story, you've got in an app, and you can just click it the appropriate thing to the room you are in? Or how about a client, that keeps tabs on the rooms where you know roleplaying is going on, so you can keep an eye on the progressing stories?
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Mon May 16, 2005 7:24 pm    Post subject: Reply with quote

Ashon wrote:
So do you think that having a tool, where if you need to say load an object or a mob, or tell a story, you've got in an app, and you can just click it the appropriate thing to the room you are in?


How about something that allows admin to combine those various elements, creating a sort of "scene" which they can load at will (some messages, objects, mobs, etc, all loaded together to form a small a mini scene for players to participate in). These probably wouldn't be very reusable, but it would allow the admin to prepare and refine something in advance then bring it all into play at the same time.
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HaiWolfe



Joined: 13 May 2005
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Location: Boston

PostPosted: Mon May 16, 2005 8:00 pm    Post subject: Reply with quote

Ashon wrote:
So do you think that having a tool, where if you need to say load an object or a mob, or tell a story, you've got in an app, and you can just click it the appropriate thing to the room you are in? Or how about a client, that keeps tabs on the rooms where you know roleplaying is going on, so you can keep an eye on the progressing stories?


No matter how much you prepare for a roleplaying event, something always will go unexpectedly, whether it's players showing up at the wrong place or wrong time, behaving in unanticipated ways, important mobiles getting killed, or even the game crashing. Since there's always a need for improvisation when the time comes, it probably wouldn't be worth the effort of making a pre-loaded app just to have to scrap it halfway through.

Tabs, on the other hand, could be a very useful tool. It would be a much clearer way than snooping and other methods of watching players to see what's going on. Given the option, it's something I'd definitely use.
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cron0s



Joined: 13 May 2005
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Location: UK

PostPosted: Mon May 16, 2005 9:37 pm    Post subject: Reply with quote

KaVir wrote:

How about something that allows admin to combine those various elements, creating a sort of "scene" which they can load at will (some messages, objects, mobs, etc, all loaded together to form a small a mini scene for players to participate in). These probably wouldn't be very reusable, but it would allow the admin to prepare and refine something in advance then bring it all into play at the same time.


If your mud allows imms to load objects and mobs, move players, display messages, switch into mobs etc., then you could probably accomplish a lot of that with some clever client scripting.
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Molly O'Hara



Joined: 11 May 2005
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Location: Sweden

PostPosted: Mon May 16, 2005 9:49 pm    Post subject: Reply with quote

We are planning to appoint a number of 'Roleplay Leaders', who will be ordinary mortals, with a few extra commands (like switch into mobs).

One tool that we definitely need to coordinate bigger events is a channel that only imms and RPLs can monitor. We are also planning a confined room with a board for the RPLs, to make it easier for them to communicate when they are on line at different times.

I have tried having pretyped aliases or triggers for long messages, (for instance room echos). But as HaiWolfe already pointed out, a session quite often takes an unexpected turn, which in some cases make those preparations moot. Thats why the best gamemasters are fast typers who are good at multitasking and don't get stressed easily. (Unfortunately I am not one of those myself). Razz

No doubt an event should be very carefully planned, but you should also always be prepared for the unexpected. If the players cannot influence what is going to happen through their own roleplay, I think it would probably get boring for them very quickly.
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