Learn Sub Rosa in 1 minute!

I’m posting the idea outline for Sub Rosa mud, as I’ve moved on to other things, and I’d like to see the information placed in the networked ether and not just the nether spaces of my laptop.

Sub Rosa:

a MUD of social warfare

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* Secrets and rumors
* Status, reputation and fame
* Influence
* Ethics, honesty, deceit — relationships
* History — lineage

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Secrets – based on keywords.

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Players spread rumors and counter rumors to affect influence.

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Players earn reputation and fame through rumors, actions, and collection of resources. NPCs interact differently based on reputation and fame.

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Players place ‘trust’ in each other, trust can be used to affect actions (hello Mountain Witch).

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Secrets -> influence -> actions -> resources

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Actions can increase/decrease influence, reputation, fame, and resources.

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Generated history slices that PCs choose on creation, which contain secrets.

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Swappable theme skins: Swords+Sorcery, SciFi, Modern.

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Developed parser.

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pretty typography.

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a day turn and a night turn enfolding the ‘real-time play’, which may or may not be synchronous with the day and night turn, as scenes in a book or movie are not necessarily chronological or synchronous.

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socializers: RP
achievers: resource accumulation, titles
killers: PvP, ruining reputation and status
explorers: world of secrets and information

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integrated IF titles.

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instanced mini-areas built from tiles for on-grid interaction.

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you control a cast of characters and swap characters.

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meta-NPCs develop stories (acting as agents).

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comic book flip book graphics in UI.

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alchemy and pharmacology as major systems.

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mathematically based sorcery.

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3 round combat. Brawls and Battles.

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fatigue and wound soaks.

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dynamically-replaced descriptions.

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unrestricted PK.

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player accounts to manage multiple characters, and character resource pool, so if one character dies, their resource pool increments to replace with a (weaker) character. Permadeath.

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Skill-less, Class-less, Multiple-race inhabitation.

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Skill levels are not ascribed to individual characters, but rather areas under that character’s influence…geographical locations, mental locations/resources (lab teams, etc.). Skill levels as resources.

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Player-oriented skill model for direct conflict.

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1 comment so far

  1. Mike Rozak on

    I could comment, but then I’d have to shoot you… or at least delete my comments. 🙂 I’m doing something vaguely similar.


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