Archive for July, 2011

Players and Graphics

Saturday, July 30th, 2011

Players: This thesis has primarily been concerned with the SvenskMud administrators and the work to make SvenskMud work. I have thus looked “behind the scenes”, at a world that is worlds away from what the SvenskMud players see and experience. An obvious direction in which to extend this work would be to look at SvenskMud from the point of view of the players, and, with a focus on SvenskMud as a game.

We do know some of the characteristics of the SvenskMud players (see chapter 5) although the second of the two surveys was conducted two years ago as I write this. Who plays SvenskMud today? How do they treat and think of fellow SvenskMud players and magicians? How do they understand and make sense of the SvenskMud world and its content? What is the role of SvenskMud in their lives and how does SvenskMud affect them in their off-line activities? (more…)

Star Wars Life Rebirth

Tuesday, July 26th, 2011

Well there is a lot to say. But I will do my best to cut the fat, and get down to the nitty gritty. Star Wars Life: Rebirth is, by far, the greatest Star Wars Mud I have ever played and have ever been a part of.

I have had my share of playing as a mortal on quite a few other Star Wars Themed muds for roughly ten years now. I’ve dealt with everything that one could imagine, from arrogant Immortal Staff, unjust systems of play, and poor Roleplay. But finally… this game has changed all of that for me.

This Smaug Coded SWR MUD returns to the Golden Age of Star Wars Life, one of the greatest Star Wars Muds that have ever existed. The original owner Omikron enlisted trusted head Immortals Patch, Dejano and Tranin to bring this mud up to speed, and put it on it’s feet. It had a slow and rough rebirth, but with the addition of an exemplary team of Coders, Builders and Administrators, the game was up and running. (more…)

Hysteria Puzzle Informatin

Monday, July 25th, 2011

Hysteria: Info Puzzles
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As you may be aware, there are zones on Hysteria that have puzzles like quest zones do but which do not count for quest credit. However, there are reasons that doing these puzzles is a worthy task. There are also various puzzles through out the land which are unassociated with a particular quest. The following, while not a complete list will give some clues on such puzzles.

Note – some zones are designed for providing good equipment and tools and/or interesting mobiles to kill and pleseant scenery. You shouldn’t look for a puzzle in every zone.

Zone Puzzles
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If you’re brave and strong enough, you may want to Challenge Zeus and his many companions to a duel. Start in a place where you might expect to conduct business somewhat northwest of the Village Church. (more…)

Campaign Structure

Thursday, July 21st, 2011

Fundamental to any roleplaying campaign is the conceptual structure which controls it. That structure is the basic frame upon which the game-master creates the framework of the campaign, like a tapestry on a loom; as the initial pattern is set, so the goes the game. And yet the creation of campaign structure is rarely considered as a subject in itself.

The basic building block of all plot structure is the story; a flow of events containing a beginning, a middle, and an end. This essential unit can be used in three ways. There are few unalloyed examples of these forms in the real world, of course; many stories combine different elements from various forms, with one type predominating.

I. The Stand-Alone

A to B to C

A stand-alone story is self-contained; the point of the story is the telling or playing of it, and once the end is reached there is nothing more to be said. In roleplaying, the one-shot scenario is an example of a stand-alone structure. Made-for-TV movies follow this pattern; so do many short stories. Anthology shows such as (more…)