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- Path: sparky!uunet!cs.utexas.edu!uwm.edu!csd4.csd.uwm.edu!despair
- From: despair@csd4.csd.uwm.edu (Craig Andrew Tollifson)
- Newsgroups: misc.writing
- Subject: Interactive-Fiction Game Needs Adventure Writers
- Date: 21 Jan 1993 20:50:52 GMT
- Organization: Computing Services Division, University of Wisconsin - Milwaukee
- Lines: 106
- Distribution: world
- Message-ID: <1jn2bcINNknn@uwm.edu>
- NNTP-Posting-Host: 129.89.7.4
- Originator: despair@csd4.csd.uwm.edu
-
- Fellow Gamers, Writers, and interactive fiction enthusiasts:
-
- We are the makers of a new fantasy Text-Based On-Line Multi-Player Role-Playing
- Game. This new game system is one of the most powerful game systems EVER
- developed (In the spirit of games like Gemstone III on GEnie, and MUD on Unix).
- It includes such features as Non-Player Characters being controlled by
- artificial intelligence. Interactive fiction and automated questing. Realism to
- rival even on-line LIVE gaming!
-
- We are in search of CREATIVE and EXPERIENCED Game Masters and/or writers
- interested in helping us finish scripting our world (adventures, NPCs, shops,
- etc). Anyone who's played games like Ultima(tm), know how much work it takes to
- bring a computer world and NPC's to life. As a GM you must be able to commit
- time and energy to learning our comprehensive development manuals and scripting
- enjoyable plots and characters. Most of your work can be done on your own
- computer using our powerful, but incredibly simple to use, scripting language
- (IF-THEN's).
-
- Our game is NOT geared towards HACK-SLASH (hunting) since our NPC's help guide
- users through hundreds of quests. Role-playing is stressed (NOT being ranked #1
- or being the highest level), murder is against the law, and death is permanent.
- This is a world where every effort has been made to create a REAL society and
- political/economic structure. The milieu for this world is a dark chaotic
- old-world fantasy (not a world of happy-go-lucky adventurers in search of fame
- and combat). Fictional writing skills would be a distinct advantage.
-
- Because this new game system is so huge, detailed, and complex we need make
- sure you're truly motivated to do the work involved. We really must emphasize
- that we are looking for people who know how to create adventures and quests not
- centered on only HACK & SLASH! NPCs will need to communicate about an abundance
- of things and therefore need full background and families to support them.
-
- Some knowledge of databases or random access files will help you greatly. Every
- object (even duplicates), creature, and room has to be manually created in
- script or touched up on-line.
-
- This game is NOT currently open to the public but we will be on a national
- network when we go public. We are NOT looking for people who just want a free
- ride in the game. You will be required to pass a test in script development
- before becoming a part of our team. After that, we'll give you FREE access to
- our system which is available through SprintNet (TELENET) free of charge to
- you. We will also require a signed non-disclosure agreement to be faxed (or US
- MAILed) to us.
-
- If you are interested in being a GM for this new innovative system, leave me
- MAIL telling me a little bit about your experience as a GM and any experience
- you have with MP games. If you know anyone who might be interested, please pass
- the word along!
-
- Thank you for your time,
- James
-
- AOL: BloodWrath GENIE: J.DICKE1
- NVN: Prophecy EXEC-PC: James Dicke
- INTERNET: despair@csd4.csd.uwm.edu
- or bloodwrath@aol.com
-
- -------------- FEATURES --------------
- Some of the more unique features of this game as in ALPHA test version are:
-
- COMMUNICATION:
- - speak in several different languages
- - use empathy to hear people's thoughts and whispers
- - game-wide communication channels
- - shout through portals such as a window or in a direction
-
- PLAYER CHARACTER REALISM:
- - class-less and level-less system: rarely will you ever see a number
- - sectional armor that can also be layered
- - practice improves your skills, lack of practices diminishes them, sparing
- with a friend using a wooden sword is just as good as mortal combat
-
- NON PLAYER CHARACTERS:
- - move around and have a life (work, go to lunch, head home, sleep)
- - can hold conversations with players OR other NPCs
- - remember their fiends and enemies (and who has attacked them)
- - awareness: they can run from monsters or help out a friend; show a guard
- your membership badge to enter restricted places
- - bribes, gifts, showing a badge, and actions can all trigger events
- - they are an integral part of the ongoing quests and plot lines, and they
- know if you've completed previous quests for them
-
- ENVIRONMENT REALISM:
- - weight and encumbrance and object conditions: if you don't fit through
- a hole, toss your inventory through first or just a torch to help see
- - put things on top of other objects (like a table)
- - watch battles or spy on people from completely different rooms
- - engrave your name on your own sword
-
- WORLD HISTORY:
- - non-typical creatures and races (no Orcs or Halflings or such)
-
- TRAVEL:
- - travel in parties or multiple groups, automatically following leader(s)
- - look in a direction or through a door before you go there
-
- SHOPS & RESIDENCES:
- - shops are run by NPC's not a sign on the wall or an external program
- - haggle over prices with shop keepers
- - rent an inn room or a home to stash the goods you can't carry with you
- - own your own shop and reap in the profits
-
- COMBAT:
- - all vivid and changing text that's colorfully descriptive, no numbers
- - ability to set the amount of skill spent on parrying
- - pick up your missile weapons after the battle if they haven't broken
-