Monthly Archives: January 2009

Mob Mode Conversations

One approach to handling the mob mode greeting problem is to allow players access to a conversation editor and allow them to edit the canned conversations that their PC would engage in while in mob mode. Nobody will take the … Continue reading

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The problems with mob mode

Last time, I extolled the virtues of mob mode. Now imagine the following scenario. Your character is walking down a street and bumps into a friend. This other PC is one that your character has spent a lot of time … Continue reading

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Mob Mode

Something came up tangentially in a discussion on the MMORPGMaker.com forums the other day. In the context of trying to make “empty” (i.e. too large for the current playerbase) worlds feel less empty, a poster suggested: if characters remain in … Continue reading

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More on religion

A half an hour after I published my comments on religion’s effect on society yesterday, a new post from Sydera on the World of Matticus blog showed up in my RSS reader. Maybe gnomes cherish small household gods that are … Continue reading

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Greek God Syndrome

A week old post in Cambois’ blog got me thinking about religion and how it is usually handled in roleplay worlds. It is not bad advice to have complete backstories for your various gods written up… but… paraphrasing a roleplayer … Continue reading

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What is a design and what is an idea?

Tony Richards asked this in a post on the Indy Zen forums: I’ve been confusing “Game Designs” with “Game Ideas” for many years… and they’re definitely not the same thing. But what’s the difference? Being a fledgling game designer, I … Continue reading

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Mad Libs

Tuesday’s post got me to thinking about how to build quests that are not immersion breakers. Long before I decided that modding NWN2 was not how I wanted to build my next world, I commiserated with Thrym, the lead admin … Continue reading

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