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Tag Archives: game writing
While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members. Continue reading
My original vision was of an elite mercenary unit, with a lot of ‘high class’ things. Nessalin encouraged me towards a low class, gritty, down-and-dirty vision of the clan, which fit in better with Armageddon’s overall flavor. Continue reading
One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible. Continue reading
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs Continue reading