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Albert77
Newbie


Joined: 25 Jun 2019
Posts: 1

PostPosted: Tue Jun 25, 2019 5:51 pm   

Providing Mechanical Goals for Roleplaying
 
I was doing some MUD design, and wanted to see if the collective wisdom here had played games that did something like this or had thought about the topic:

In the interest of encouraging involvement of new players at the start, and broadening connections within the community, I was thinking about having events that encouraged a group of people online to roleplay a scenario together.

Some players would get a prompt (probably generated with a fancy Mad-lib) laying out there motivations and goals. The goal would require some action on the behalf of one or more other players. It might conflict with other player's goals. After the scene was wrapped up all participants would receive some sort of reward (e.g. xp), and there might be narrative or rewards for participants based on the outcomes.

Players would choose from a small number of traits during character creation (or update them in game). Joker, Grumpy, Violent, Bookish, etc. They could also mutually register relationships with particular characters (rival, friend, lover). This would play into the prompts so appropriate scenarios are suggested.
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4692
Location: Pensacola, FL, USA

PostPosted: Fri Jun 28, 2019 5:27 am   
 
You could set it up so that:
...players get heartbeat XP based on the number of other active roleplayers in the room.
...players can give another player a bonus at given intervals.
...players can submit logs of exception RP to staff for review.
...there is little difference power wise between newbies and oldbies, and its more about the role they are playing.
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