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 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ Professions

Professions

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Posted by Ithildin   USA  (262 posts)  Bio
Date Tue 31 May 2005 04:28 PM (UTC)
Message
I am wanting to introduce professions into my mud. It's pretty much just a hack and slash mud right now with little Roleplaying. Although I've tried to bring a roleplaying environment, the players just won't try it. They are just interested in themselves. So now I want to introduce professions to help them become their character more. I want their character to actually be able to do something else and gain exp rather than having to kill a mob over and over and over. Does anyone have any ideas or has anyone implemented this and had it work? I'm still not certain what all types of professions I would want. Here are a few I thought about:

Crafting
Mining
Blacksmithing
Lumber
Metalsmith
Stitching

So something along those lines. Anyone have thoughts on the subject? Good or bad?
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Posted by Gadush   (92 posts)  Bio
Date Reply #1 on Tue 31 May 2005 10:34 PM (UTC)
Message
It is hard to get people to roleplay without some form of reward. Rewards can come in many forms, and you don't have to tell the player it is a reward for RPing. (Sometimes this will put off certain types of players who are avoiding RP for whatever reason). For instance, if your MUD requires food and drink, you can tie in skills (professions) that can provide food/drinks for both consumption and sale. If you put fishing into your MUD, a hungry player can have the Fishing skill developed enough to keep fed in a pinch, and feed others too. A hunter can provide both food, as well as skins for both using and selling. Gem appraisal can be used to see if a gemstone can be cut and made more valuable, and Gemcutting itself can actually increase the value of the gemstone. Therefore, anyone with Gem Appraisal and Gemcutting skills will soon be sought out by many other players who will pay her or him for services.
The idea here is simple: You are creating a balance of economic and physical commodities and markets. People need food and clothes. The players are people. Some will be good at (have the skills) to provide those items, and sell them to shops or perform them in the case of services, for other PCs. Others will have different skills, and so the money will go from hand to hand to hand.
I know some folks don't think it is too fun to have to buy a lantern wick or oil before you head out to kill an owlbear, but I assure you, it is just that sort of detail (and forgetting to buy something like that!) that creates RP.
In short, try to find ways to offer things to the players. Things their PCs will want and need. But make them cost, and let the PCs get the skills to avoid the cost. Provide enough different skills that not every PC will have every skill. Below is a short list that you could add to easily for some skills:
Smithing(seperate for Armor and Weapons?)- repair and craft
Fishing - provide food to eat and sell
Hunting - provide food, and skin to sell or craft into clothing, armor, etc.
Gemcutting - cut and polish a gemstone, setting its value
Gem Appraisal - Let's appraiser know if a gem is worth cutting, or how much it might gain in value from cutting.
Quill Making - make quills from feathers - (Mage only for magic writing quills required to scribe scrolls or spellbooks?)
Reading/Writing - Useful for making a notice or letter.
One other thing: Make failure to use skills have consequences. A botched gemcutting ruins the gemstone, etc.
Just some thoughts,
Gadush

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Posted by Dralnu   USA  (277 posts)  Bio
Date Reply #2 on Tue 31 May 2005 11:47 PM (UTC)
Message
Professions are a great idea, but you need to be careful how you go about it. Detail is great, but go into to much detail and things will become tedious and could make it hard for new people to get into the swing of things. Lets take lumberjack for example. Someone else has woodworking, and needs 4 tunks of a tree to put together a shield. Makes things interesting, but if the tree is in the middle of a mob-ridden wasteland with only one tree per reboot get a bit rough. ALSO, if you have a big enough pbase, you can restrict the number of players per person to more or less force people to join up into a group. This, of course, could also run people off, but its up to you. Also getting a storyline going for the MUD in general could help with the RP situation. Thats my suggestion. Personally, I'd do both, with the storyline and the proffessions, but you might want to start small and work up from there.
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Posted by Longbow   (102 posts)  Bio
Date Reply #3 on Thu 02 Jun 2005 09:25 PM (UTC)
Message
Howdy, I'm making a RP MUD and I've been thinking along these lines too. Unfortunately I don't know C so I'm having some difficulty with making skills. :) The guys on the forum are really helpful and I'm learning but I'm slow.
If you do make any of the skills they mentioned or if you know of where to get them please let me know. I don't have time to learn and write everything so I'd rather devote my time to learning C(yes I have a book) and use some premade snippets at the moment. I've looked a ton of places and haven't found much yet.

Thanks and Godbless,
Longbow
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Posted by Dralnu   USA  (277 posts)  Bio
Date Reply #4 on Sun 05 Jun 2005 08:06 PM (UTC)
Message
I'm not familiar with any snippets for professions, but if you copy some of what there is, change the variables, you might could make a dirty hack of multiclassing like this
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Posted by Ithildin   USA  (262 posts)  Bio
Date Reply #5 on Mon 06 Jun 2005 06:10 AM (UTC)
Message
I'm using Envy codebase, so that might be a bit different from what your doing and you might need to change some things, but I'll try to remember to put some code up when I go through it. I'm not up to that part yet. Just getting ideas on how I should go about it. Will keep this updated I suppose.
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