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    Witcher MUSH Design

    Scheduled Pinned Locked Moved Helping Hands
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    • FaradayF
      Faraday @Tat
      last edited by

      @Tat said in Witcher MUSH Design:

      I think a lot of people play characters for longer than a year.

      So, so many.

      1 Reply Last reply Reply Quote 0
      • IoleRaeI
        IoleRae
        last edited by

        Five years is probably a better timeline. If the game lasts that long, if it’s not a goal you want everyone to get to, I’d go 5 years. If you plot the growth curve out on a 3 year bar, you’ll probably see a significant number of people, but maybe not the majority. One year, you’ll definitely see more people making it than not. Game life dependent, of course.

        the entity previously known as Sunny

        1 Reply Last reply Reply Quote 2
        • Duke WhiskyD
          Duke Whisky
          last edited by

          Curiously, is this more planned to be a MUD, MUSH, MU*, or something else?

          It seemed to get described as one thing, but the layout and plans looked like another so wanted to check before excitement levels.

          Current Projects:

          Twitch -> https://www.twitch.tv/dukewhisky

          IstusI 1 Reply Last reply Reply Quote 0
          • IstusI
            Istus @Duke Whisky
            last edited by

            @Whisky I probably should not have attached a label to it. I don’t think I truly understand the nuance between the various flavours. I’ll do my best to describe the end goal.

            It is not a MUD. It may feel like that since my focus on chatter here has been on mechanical elements. That is only because that is where my current interest lies.

            What I am shooting for is a storytelling platform with TTRPG elements. I do not expect, nor wish to encourage, a roll with every pose. When you roll against someone the result is not automatically applied. There is no enforced social or combat cadence such as turn order. There aren’t NPCs running around to whack at.

            I personally like ‘stuff’ and I like acquiring abilities or whatever. I also like writing flowery nonsense as if I was authoring a novel. I am attempting to combine these in a reasonably cohesive way with a slant towards favoring narrative over rote execution of a system.

            Theme-wise, I want to focus on city life and its outskirts with pressures coming from an on-going war, organized banditry, a powerful religious faction, and the aristocracy. Of course there is room for ‘monster of the week’ type stuff as well.

            A little fluff piece I’ve been fussing with:

            Novigrad, a city of wealth, power, and decadence, is a place of contrasts and conflict. With its towering spires, grand structures, and bustling streets, it is a hub of commerce and politics, where powerful factions vie for control. The church, with its imposing cathedral and army of fanatical faithful, holds a great deal of power, seeking to impose its will on the masses through holy doctrine and the threat of excommunication. Meanwhile, the criminal underworld, embodied by the powerful King of Beggars and his network of thieves and assassins, operates in the shadows, manipulating the city’s commerce and politics to suit their own ends. The rich merchants and powerful nobility hold court in the city’s many taverns and palaces, vying for influence and wealth, while outside the walls, the common folk struggle to survive. The air is thick with the scent of intrigue and the sound of clashing steel, as the different factions jostle for position and advantage. Amidst all of this, witchers, sorcerers, and other outcasts roam the city’s streets, surviving by their wits and the edge of their blades, always searching for the next job that will keep them fed and clothed. Such is the city of Novigrad, where the strong rule, the weak suffer, and only the cunning survive.

            It’s a little puffed up but I’ll pare it down eventually.

            WizzW 1 Reply Last reply Reply Quote 1
            • Duke WhiskyD
              Duke Whisky
              last edited by

              That’s okay, I know enough of the Witcher world to know what Novigrad is and is like.

              Thanks for the clarification on what setup it might have, will be keen to see how that goes. Guessing using a traditional Telnet-type connection then or Evennia code system?

              Current Projects:

              Twitch -> https://www.twitch.tv/dukewhisky

              IstusI 1 Reply Last reply Reply Quote 0
              • IstusI
                Istus @Duke Whisky
                last edited by

                @Whisky It’s on top of Evennia.

                Duke WhiskyD 1 Reply Last reply Reply Quote 2
                • Duke WhiskyD
                  Duke Whisky @Istus
                  last edited by

                  @Istus - Thanks!

                  Current Projects:

                  Twitch -> https://www.twitch.tv/dukewhisky

                  1 Reply Last reply Reply Quote 1
                  • WizzW
                    Wizz @Istus
                    last edited by Wizz

                    @Istus said in Witcher MUSH Design:

                    I probably should not have attached a label to it. I don’t think I truly understand the nuance between the various flavours. I’ll do my best to describe the end goal.

                    What makes a game one or the other can be pretty arbitrary imo, and I do think there’s sometimes a bias here as to the difference that isn’t necessarily shared with the rest of the hobby.

                    Arx has as many coded systems as some RPI MUDs, for example, but they call themselves a MUSH. It’s a pretty hazy line.

                    I think most people would agree that if the focus of the game is on MMO-style gaming, it’s a MUD, and if it’s roleplay it’s a MUSH/MUX/whatever, the latter distinctions depending on the codebase you’re using. Since Evennia can be used to make either a MUD or a MUSH it’s basically whatever you want to call it, depending on the crowd you’re trying to attract.

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