Whirl's

!Overlord project

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The !Overlord project

Politics as a replacement for experience

Politics -- some way to achieve ascendance over and control of an area or region. The game could include taxes, pay for and control guards, roads guilds and religions that each have their own agenda in the struggle for power. Players can have particular skills that may be usefull in their own attempt to rise in rank and power within the institution of their choice.
Naturally there has to be competition from other countries and other institutions or there is no need for politics.

List01A By: Marian

    [re:]The problem with the above would be what practical goal the players have to work towards. On normal muds that is simple. At the end of all levels beckons immortality. While for most players the road towards those levels is more attractive than the end it still is a powerfull attractant. If you take away that goal something else must be provided in its place. The question is what?

List01B By: Marian

    [re:] I would suggest the following are minimal requirements towards a game that focusses on player societies rather than simple combat.
    • [re:] No armor/clothing/food, unless it is created by players. this also means no shops that are run by the game. If it is going to be economically safe there should probably not even be a way to get equipment off monsters you're fighting. Unless there's an even chance that your equipment ends up being used by the monsters when you are killed by them.
    • [re:] There should be no gain for fighting anything. It can (must) be part of the game, but it should not have any reward off its own. That way combat should, like all other actions in the game, be seen in a bigger picture. What is the gain of the fight, and what is the cost. It could be a territorial war, or a struggle for control over a guild, and that would be the reward, rather than an end on its own.
    • [re:] Somehow there must be a reward for political power. At the least it should give players the right to hire monsters (e.g. as guards). That would work best if, upon disconnecting a player isn't removed from the game but rather continues as a game controlled monster. But that's probably too risky (and sensitive to fraud and abuse). But given that the players can never be expected to provide all the people in a kingdom it makes sense the missing ninety procent must be provided by the game. As a king or queen you can not only shape the lands, you can only call to your aid hundreds, if not thousands of soldiers. The key positions could be filled in by players, and rising in power means controlling more of the game.

    [add:]

Thamrys01 By: Thamrys (jdgbobr@ccwf.cc.utexas.edu)

    [re:]What about when the player is off-line? Good question...I was thinking of testing out a 10% hit bonus to off-line players to compensate for faulty AI. Invade when the player is AFK? Sure, but you had better be prepared for stronger forces than you anticipated. Comments?

re:Thamrys01 By: Marian

    [re:]It seems that only a 10pct hit bonus would be a little low. Unless you rigorously disallow +hit equipment. And even then the high level players are likely to be able to loot any off-line player at ease. There most be a more secure way to protect players when they're off-line, without forcing them through rent of something similar. I liked the idea on MUME where you could 'hide' equipment you couldn't afford the rent for. People could go and search a room but on a large mud with plenty of rooms it's easy to find one where rarely anybody visits. Not to mention that if your skill at hiding is good the chances of your equipment being found are pretty slim.
    [add:]

Thamrys02 By: Thamrys (jdgbobr@ccwf.cc.utexas.edu)

    [re:]I see no reason to reduce/ban combat with a more political MUD. The players could build a kingdom if they wish, hire themselves out as guards and overseers, or simply fight monsters. There can be kingdom sponsered expeditions to gain more loot (to sponser an invasion!), and player raids on other kingdoms (We disavow all knowledge...). Knowledge can be seeked to increase a kingdom's defenses; political intrigue with thieves stealing empire secrets; and assassinations. All within the realm of a political-combat MUD. Alternatively, a player may simply wander searching for dungeons and mobs -- an independent agent.
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