Home Forums Gaming in Glorantha Computer Games Glorantha MUD?

This topic contains 11 replies, has 5 voices, and was last updated by Profile photo of Kristin Hunt Kristin Hunt 2 years, 7 months ago.

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  • #14858
    Profile photo of Robert
    Robert
    Spectator

    Just putting an interest check out there for a Glorantha-based MUD. Not certain about ruleset etc, but I think it’s a good idea.

    #14863
    Profile photo of Ian
    Ian
    Spectator

    count me in!

    #14866
    Profile photo of Roko Joko
    Roko Joko
    Spectator

    Hmm. You know, there’s a tradition of Glorantha convention freeforms. I wonder if one of those would work in a MUD format.

    #14875
    Profile photo of Kristin Hunt
    Kristin Hunt
    Spectator

    I’d be all over that. Actually I’d love it, you’d probably need to figure out how and if it’d work into Moon Designs Fan Policy, and ask them FIRST (or if they’d need to dRAFT a new policy, dealing with internet roleplaying fiction.

    Also Why MUD, a MUSH with a purely roleplaying aspect, with stats might be better than a MUD that holds to ‘kill monster, gain experience’ setup.

    Just moving my reddit comment, to here in the forums.

    #14877
    Profile photo of Robert
    Robert
    Spectator


    Hmm. You know, there’s a tradition of Glorantha convention freeforms. I wonder if one of those would work in a MUD format.


    I feel that would be pretty easy and simple to build. I’ve actually not been to a Glorantha convention freeform, so I’m not completely certain what would be required.


    I’d be all over that. Actually I’d love it, you’d probably need to figure out how and if it’d work into Moon Designs Fan Policy, and ask them FIRST (or if they’d need to dRAFT a new policy, dealing with internet roleplaying fiction.
    Also Why MUD, a MUSH with a purely roleplaying aspect, with stats might be better than a MUD that holds to ‘kill monster, gain experience’ setup.
    Just moving my reddit comment, to here in the forums.


    I’ve hit them up and I am currently having a little chat with Jeff about it.

    I understand where you’re coming from regarding the MUD/MUSH thing, but I feel that MUDs don’t have to be completely based around “kill monster, gain experience”. With alternative methods of gaining experience (or maybe different kinds of experience), I think player progression would be pretty interesting. I’d be thinking of something Star Wars Galaxies or Ultima Online-style, having skills that you gain experience in.

    #14878
    Profile photo of Kristin Hunt
    Kristin Hunt
    Spectator

    An alternative approach could work, but then I worry you’d end up with something like Firan MUX (epically awesome coding, but everything is very ‘top down’ ( characters are pre-created and belong to the ‘game’). Which isn’t fun, especially ifyou’re playing on one person.

    The other problem with Firan ( which is a ‘good Glorantha’-like universe in some respects), is that it becomes about daily life, and not about the epic things. As someone who played there, I played midwife (two actually), but she was always poor, because the only time she could do her job, was when someone had a kid, (literally there was a pregnancy code and EVERYTHING- not making this up).

    So until some PC women decided to get knocked up (or was required to by, her to produce an heir- which was a problem if her husband wasn’t being played, you have to take into account how are you going to handle ‘living’ and life’, what’s the game’s focus? One clan? One city? Most MU*’s on’t get about 20 or so people, though there can be more (a few game I am in have more people), but that’s an anomaly not a ‘fact’.

    The other thing is that most characters in ancient world games need to be ‘well rounded’ , this is a D&D game, where you’re good at Archery, and not cooking or diplomacy because its your purview.

    Ancient world people tended to be a bit well rounded, knowing bets of everything. So are you going with simulationsist (GURPS?), or more Narrtivist (HeroQuest).

    Because coding on the back-end would need to be kept up with, and Coders for MU*s are hard to find ( hard to find is one who sticks with it, and will keep coding).

    What Language is the MU* based in ?

    (Sory, I’ve been around the block, and while I know people no one I know would do it, I think).

    How would you handle a Hero Quest?

    Do you run it with PCs playing a major part or would have just the a Story Teller run it for them?
    Things to think about.

    #14881
    Profile photo of Robert
    Robert
    Spectator


    An alternative approach could work, but then I worry you’d end up with something like Firan MUX (epically awesome coding, but everything is very ‘top down’ ( characters are pre-created and belong to the ‘game’). Which isn’t fun, especially ifyou’re playing on one person.
    The other problem with Firan ( which is a ‘good Glorantha’-like universe in some respects), is that it becomes about daily life, and not about the epic things. As someone who played there, I played midwife (two actually), but she was always poor, because the only time she could do her job, was when someone had a kid, (literally there was a pregnancy code and EVERYTHING- not making this up).



    That sounds amazing. Not what I’d want to do (I played a similar game where you were randomly assigned a newly born character) but damn amazing.
    For the “daily life” business, I completely understand what you mean. I don’t think I’d be heading to that level of simulation though.

    So until some PC women decided to get knocked up (or was required to by, her to produce an heir- which was a problem if her husband wasn’t being played, you have to take into account how are you going to handle ‘living’ and life’, what’s the game’s focus? One clan? One city? Most MU*’s on’t get about 20 or so people, though there can be more (a few game I am in have more people), but that’s an anomaly not a ‘fact’.



    Honestly, I’m thinking of ways to make the world feel alive without having to need a good deal of players. I think having players focused within one clan or city might be a bit too limiting and there’s quite a lot of options for making a lively world without having to have a massive playerbase.

    The other thing is that most characters in ancient world games need to be ‘well rounded’ , this is a D&D game, where you’re good at Archery, and not cooking or diplomacy because its your purview.
    Ancient world people tended to be a bit well rounded, knowing bets of everything. So are you going with simulationsist (GURPS?), or more Narrtivist (HeroQuest).



    Simulationist is likely. As I said, if I were to do it then I’d be doing something SWG / UO style. If people felt they should be allowed to have at least some minor ability in “generic skills” (cooking, survivalism etc) then that’d be a pretty easy thing to resolve.

    Because coding on the back-end would need to be kept up with, and Coders for MU*s are hard to find ( hard to find is one who sticks with it, and will keep coding).
    What Language is the MU* based in ?
    (Sory, I’ve been around the block, and while I know people no one I know would do it, I think).



    I’m a programmer. It’d likely be C++. I’ve done a MUD as part of a team in Java once already, but I didn’t particularly appreciate it as it tended towards being slow once you had too many connections (too many in Java’s case being 6+).

    How would you handle a Hero Quest?
    Do you run it with PCs playing a major part or would have just the a Story Teller run it for them?



    It’d likely be a matter of balance ensuring that average sized groups of players can’t run a Hero Quest every week (so it should be a major occasion for whoever is doing it) and having it be a more freeform roleplay with a ST assisting.

    Things to think about.



    You have definitely given me a lot to think about.

    #14888
    Profile photo of Kristin Hunt
    Kristin Hunt
    Spectator

    I’ve been MUSHing for about 10 years, just as a player so I’ve seen a lot. I would say checking Requiem for Kingsmouth (Vampire/Mortal only Nwod (2nd Edition), game, where I play. Amazingly active, amazing people, and plots happen.

    I think you might want to have a multicultural city, forcing Orlanthi, Lunar , Praxian views to mesh and mash together. So that way you can have a reason for groups of people who might not normally interact to do so.

    Relgiiously speaking it’s probably important to build maybe a few’ big temples, dedicated to different pantheons, (instead of invidivual temples, which could get REALLY unweildy, interms of building, and having people be clergy.

    I’d say make it a ‘fictional’ city, idea one that’s created specifically for the game, so you can do with without too much hastle or conflicting lore.

    #14899
    Profile photo of Robert
    Robert
    Spectator

    I’m definitely going to check out that MUSH.

    #14908
    Profile photo of Kristin Hunt
    Kristin Hunt
    Spectator

    Tell them Euphemia sent you!
    (Yes I play a character named Euphemia) 🙂

    but on the idea of a Glorantha game, you do need to figure out how you’d do CG (character generation) since Orlanthi are pretty community oriented. Your best bet would be 1 city, ( to keep everyone in the same ‘area’. Lately many games are going that route.

    #14978
    Profile photo of Runeblogger
    Runeblogger
    Spectator

    Great idea! Just imagine a Pavis-based MUSH!!! Please, please do it! 😀

    #15269
    Profile photo of Kristin Hunt
    Kristin Hunt
    Spectator

    Now that could work, a PAvis based mush, would keep the game in a city, lots of reasons for cultures to interact and NOT kill each other (outright), but then you miss some of the Orlanthi or Lunar specific views you’d see far from cities.

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