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Game Design / Re: Should all things have an ending?
« Last post by Leech on May 03, 2017, 12:21:49 PM »
If you have a setting where it would be both beneficial and thematically logical to introduce expansions in the way that typical RPGs do (think Heavensward, Blood and Wine, and Morrowind), then you should. Even then, you can only ride that train for so long. I voted yes, for the same reasons that people said above, and also because by spreading out the features of your MUD with rapid expansions you risk alienating more players than you are attracting.
General / Re: What Are You Reading?
« Last post by Leech on May 03, 2017, 12:00:25 PM »
Finally digging through 'Salem's Lot by Stephen King. It's a classic that I've unfortunately never had the chance to read.

If the first chapter is anything to go by, it will probably be my favorite book ever.
Roleplay Culture / Re: Immersion, What is it to You?
« Last post by Leech on May 03, 2017, 11:49:54 AM »
Immersion is when you stop engaging with a meta perspective and instead engage the game as it occurs.

I agree with this.

Immersion is up to the other players around me and not so much the world. As has been said ad nauseum, when people use jarring unthematic language, immersion suffers. I will forever hate the people in Inquisition settings who say "amen."

Achaea has an interesting culture developing wherein by pointing out OOC behavior you,  the whistle blower, are breaking immersion. An example would be trying to get OOC talk about skills to a channel specifically designed for OOC chat. They would rather deal with the question than have somebody sit there and explain ICly that "That's crazy talk! We don't know what computers are here in Achaea!"

I've experienced the most startling moments of immersion in small, personal scenes, where the line between my own struggles and emotions really aren't so different from my character's, or where the characters around me display a relatable struggle/emotion. For me, immersion comes in much the same way it might from reading a book: through being able to see myself or the world around me echoed in the writing.

Roleplay Culture / Re: Immersion, What is it to You?
« Last post by Dunski on May 02, 2017, 06:21:44 AM »
I think "immersion" is a bit of a misnomer, at least in the sense that people actually become absorbed in the world they're playing in and forget that it's a game. What's usually meant by immersion is how realistic and believable a scene/character/whatever is. A player can be talking on Skype, changing a baby and doing Kegels all at the same time while still being a perfectly capable judge of whether or not some piece of roleplay is valid, so "immersion" is the word that tends to get used simply because it's easy and most know what's meant, even if the player isn't remotely immersed.

I haven't been literally immersed in years. My mind is always analyzing the roleplay, making note of this and that, spamming 'who' and whatnot. At no point do I ever forget that I'm sitting at a desk playing a game, but roleplay can still be enjoyable, and I tend to use the word "immersion" to describe the feeling of appreciation that I get for a well-roleplayed scene or character.
Roleplay Culture / Re: Toxic Staff/Player Interaction and Culture
« Last post by Dunski on May 02, 2017, 06:10:50 AM »
It usually boils down to the types of people found in the game's administration. If they're sociable, rational people, the game won't have a particularly toxic culture. If they're oppressive assholes, it will. This sort of thing trickles down, and outside of a few inevitable malcontents, players are not naturally disposed toward fostering a toxic culture because they by and large play the game because they like it. When a player stops liking the game, they generally leave.

However, people will often staff a game that they don't like, for a variety of reasons: they feel obligated to do so, they feel that they've invested too much time and effort to stop, or they enjoy having power over players without actually enjoying the game. Badly-run games tend to have a combination of these, compounded by having a bad person at the helm.

Considering the number of players that a game like Armageddon has, it wouldn't really be feasible to claim that the toxic culture is the players' fault. They didn't just decide one day to hate staff for no reason. Meanwhile, a small staff team absolutely can derail itself into bullying and unproductive meddling. Furthermore, while nobody decides which types of players arrive in a game, staff members are meticulously chosen based on the preferences of the administration. People will naturally pick other people who share their views and personalities, so a bad admin will pick bad staff members.

When that goes on for long enough, you've got the recipe for a toxic community. There's never really any possible scenario where the fault is with the players, although a toxic game will eventually weed out most of the good players and retain those who thrive in a toxic environment. The long-term result is going to be a community consisting mostly of shitty people.
General / [Contest] May 2017: Questions
« Last post by Jeshin on May 02, 2017, 01:17:33 AM »
This thread is for any rule, contest, or clarification questions.
Announcements / [Contest] May 2017: Redshirt Character Contest
« Last post by Jeshin on May 02, 2017, 12:57:48 AM »
May 2017 contest

This month's contest is a bit of fun, characterization, and narrative. The submissions for May will be the best red shirt characters you can think of. For those who do not know redshirts are destined to die to raise the stakes or show how mission critical a situation is. There have been many takes on the redshirt over the years but for this contest, you will have three parts to your submission.

1. Genre or IP they exist within. (Example: Scifi, Game of Thrones, Lovecraftian, Marvel, Horror, Mystery, etc)

2. Character Biography & Description --- Please do not exceed 1500 words

3. Scene or Short Story They Die In --- This can be in roleplay form or story form. It shouldn't exceed 1500 words though.

All submissions should be submitted to and be submitted as either googledocs or as a PDF. If you need to convert to a PDF you can use

1st Place wins 75 USD to a paypal of their choice or charity of their choice
2nd place wins 50 USD to a paypal of their choice or charity of their choice
3rd place wins 25 USD to a paypal of their choice or charity of their choice

All winners will be announced by June 3rd and all payments posted by June 7th. Good luck and have fun.
Game Design / Re: MUD prompt system - numeric or not?
« Last post by Clarity on May 01, 2017, 07:10:35 PM »
Personally I tend to prefer no prompt at all and just a >.  I know, from having talked to a few friends who use screen readers, they find the visual bars a pain, so I would definitely veer away from those or at least give players the option to turn it off.
Game Design / Re: MUD prompt system - numeric or not?
« Last post by Lore on May 01, 2017, 05:14:26 PM »
Without experience with the system, I would only know what 'hidden' means in the second example you gave. There would be a learning curve if that was the first thing a new player saw.
Game Design / MUD prompt system - numeric or not?
« Last post by Orin on May 01, 2017, 05:08:37 PM »
Many MUDs have a prompt system which allows the user to quickly determine their character's health, mana, stamina, or other methods of determining various statistics.  In some situations we see prompts like:

hp 100/100, mana 98/100, move 55/100>

and in others we see:

<**** / ^^^^^^ / ||||| / hidden>

What is your preferred prompt type? Would you rather have a game give you a numeric value eg. Dungeons and Dragons hit points, or more of a health "bar" giving you just a gauge of how healthy or alive your are?
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