With much effort, our mud has gone from a basic hack-n-slash mud to a primarily enforced RP mud. This didn't happen overnight, in fact, it's still progressing after 1.5 years of constant hard work.
Generally, the following was done or added to remove hacky, and add RP. Global channels. Gone. Global channels hurt real roleplaying, and are completely unrealistic. Created wilderness. Created 404x332x5 wilderness for players to walk around in. All areas are linked directly to it. (you can see a real map of it with water depth coloration: http://www.pendulus.org/map.htm) Created portals, and made portals seemless like exits, linking all areas into the wilderness. Added many wilderness creatures, marine life, etc. All with spec_progs to control them so they don't wander out of their region/habitat. Re-implemented weather. Weather mud-wise is stupid, especially with a large world. Implemented a real law system. Each area can have a law system defined, breaking the laws has an assortment of punishments handed down by guards that exist in the area. (controlled with different spec_progs) You could go to jail, get fined, get killed, or even just be fought till you are stunned. Implemented a 'stun' mode, players don't HAVE to kill things. Good for duels. Created hometowns. Each hometown has a mud school, and it's own language. Scrapped the spell/skill system. Spells and skills are completely class based and you learn them from trainers found all over the world. Re-implemented mob progs. Why? With help from Fatal Dimensions, implemented TCL based embedded scripting in the mud. This allows for much more robust mob/obj/room triggers and programs. With TCL at hand created a real time questing. Mobs all over the world have real problems and seek your guidance. With such, each player has their own 'questlog' to keep track of which quests they are on. Redid remorts. Remorting once required immortal interaction. Now a player must complete a quest assigned by a mob, which will guide them through the remort process. Implemented a 'greet/introduction' system. Along the lines with: You don't know a persons name by looking at them. This was very important. Also, allow each players to add an 'adjective' about themselves that other players see when they have not learned their name. Let players change their 'action'. This would be similiar to a mobs long description. This allows for each player to be somewhat unique. Implemented 'death code'. When you die, you become a ghost. You have several options to become physical again. A few spells exist, along with reincarnation temples found around the world that you can only see when you are dead. Revoked the ability for players to use 'notes'. Instead players can write letters and mail them at the local courier office. (for a fee, of course) Added Mounts. Much easier to cross leagues of wilderness on a trusty steed. Or dragon, or whatever. Not done but planned: Rewrite the way groups work! I can't think of anything else right now, but i know there is plenty more. Anyway, if you want ROM to be RP, plan to work. But it's been fun. > -----Original Message----- > From: Chris "Winston" Litchfield [mailto:[EMAIL PROTECTED] > Sent: Friday, February 01, 2002 7:35 PM > To: [email protected] > Subject: DISCUSSION TOPIC: RP vs HACK > > > Okay. A discussion topic. > > How can we really implement RP into a ROM, which has so much > HACK/SLASH in > it. It is basically a > diablo + PvP + some getting together things called clans. > > No, I hate mushes too.. :) > > I also have no way, to reward RP directly through automated > systems. RP is, > by its nature, subjective. > > Any thoughts? > > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

