<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Reusable plots for quests --> <!--X-From-R13: "Fenivf Qnfrl" <rsvaqryNcbynevf.arg> --> <!--X-Date: Sun, 19 Oct 1997 19:57:32 +0000 --> <!--X-Message-Id: 199710191957.PAA28640#polaris,net --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Reusable plots for quests</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#polaris,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00125.html">Previous</a> | <a href="msg00127.html">Next</a> ] Thread: [ <a href="msg00098.html">Previous</a> | <a href="msg00127.html">Next</a> ] Index: [ <A HREF="author.html#00126">Author</A> | <A HREF="#00126">Date</A> | <A HREF="thread.html#00126">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Reusable plots for quests</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Reusable plots for quests</LI> <LI><em>From</em>: "Travis Casey" <<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>></LI> <LI><em>Date</em>: Sun, 19 Oct 1997 15:56:14 -0400</LI> <LI><em>Reply-To</em>: "Travis Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Brian Price <blprice#bedford,net> wrote: >> From: "Travis Casey" <efindel#polaris,net> >> Brian Price <blprice#bedford,net> wrote: >> - First, a general "plot" is randomly selected. These plots are >> *very* general -- along the lines of "find and retrieve something," >> "help someone achieve a goal," etc. > >Man learns a lesson :) A side note here. "Man learns a lesson" is a common element of drama, but it's rarely used as a plot. Rather, it's the *outcome* of the plot -- the fact that the main character has changed in some way is what makes the story *significant*, but it doesn't affect the storyline/plot itself. IMHO, trying to choose such outcomes won't work for an automatic plot- generation system. The writer of a story can choose to make the main character learn a lesson, because he/she controls what the main character is like. On a mud, we don't have the freedom to determine what the PCs are like. To give an example, a common theme in literature is a hero who must learn humility. This is a classic plot outcome, but it won't work for an automatic quest on a standard mud, because it implicitly assumes that the hero isn't humble already. What if the player of a humble character decides to try the quest? If that happens, there's no need for the character to learn humility, and the "lesson" becomes irrelevant. Of course, there are some ways that this can be saved: - Aim plots at particular PCs. Going back to the "princess and the orcs", the king could choose a PC or group of PCs to rescue the princess instead of throwing it open to all comers. This, however, requires several things: 1. The players have to be willing to go along with it. If the chosen player(s) won't take the quest, the lesson(s) that have been crafted for them will most likely have to be redone for someone else. Also, there's a chance that the player(s) will think that the outcome chosen is stupid or doesn't fit with how they want their character to be -- a player who's chosen to play an arrogant knight might not *want* him/her to learn humility. 2. The quest designer has to know enough about the characters to be able to design quests around their character traits. In the case of an automated system, this might involve a character trait rating system like some paper RPGs (e.g., Pendragon) use. 3. The quest designers have to be careful not to allow any favoritism. This is much easier for an automatic system, of course. Human designers, however, need to be sure to try to give all PCs equal "spotlight time." - Build stories so that the primary character in the story is not a PC. For example, in my earlier post, I mentioned that the "rescue the princess" plot could be broad enough to include "rescue the princess from herself." In such a case, the person learning the lesson might be the princess rather than one of the PCs. Since the quest designer can control NPCs and can make them to suit, this avoids the first two pitfalls above. The only danger in it is that the players may feel themselves to be *too* peripheral if it's used too often. >In a pnel type multi-plot story, your stories and sub-stories >developed as above would be mapped into the story's possibility sea >as potential plots/sub-plots. The story would not actually be >built until run-time in an interactive manner with the PC/PC group. This is a good idea -- waiting until a particular PC or group has chosen to "try" the plot allows customizing it to the PCs. This may or may not be an interactive process... for those more interested in hiding the "behind-the-scenes" details from the players, it might make more sense for the software or the human designer to tweak things on the fly for the player(s). -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' rec.games.design FAQ: '---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00125.html">Re: [MUD-Dev] Mud governance</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00127.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00098.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00127.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00126"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00126"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Reusable plots for quests</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00033" HREF="msg00033.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sat 04 Oct 1997, 07:01 GMT </LI> <LI><strong><A NAME="00095" HREF="msg00095.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 12 Oct 1997, 02:09 GMT </LI> <LI><strong><A NAME="00096" HREF="msg00096.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sun 12 Oct 1997, 13:08 GMT </LI> <LI><strong><A NAME="00098" HREF="msg00098.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 13 Oct 1997, 00:09 GMT </LI> <LI><strong><A NAME="00126" HREF="msg00126.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 19 Oct 1997, 19:57 GMT </LI> <LI><strong><A NAME="00127" HREF="msg00127.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 19 Oct 1997, 20:40 GMT <UL> <LI><strong><A NAME="00135" HREF="msg00135.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 21 Oct 1997, 08:51 GMT </LI> <LI><strong><A NAME="00143" HREF="msg00143.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 23 Oct 1997, 17:05 GMT <UL> <LI><strong><A NAME="00150" HREF="msg00150.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 24 Oct 1997, 18:30 GMT </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>