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submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]

First, please bear with some initial context:

I am creating a MUD engine from the ground up. I am nearing the point in development, where I will have to carve out a player/combat system, however I admittedly have zero experience playing TTRPGs. The only understanding I have is of being a player of existing MUDs and RPG computer games.

My understanding is the majority of MUDs are based upon D&D rulesets, occasionally modified to varying degrees. I would personally like a bit of an edge, and model my system after something else.

The engine is geared towards worlds that:

  • Encourage solo exploration and survival.
  • Have distant sci-fi, cyberpunk, and dystopian themes.
  • In addition to equipment, implant, and class bonuses, will incorporate gunplay.

It would be ideal to base off a ruleset that isn't [[[extremely]]] complex, but also allows for customization and flexibility.

Any suggestions are appreciated, and if there are any further questions, please ask.

Thanks!

EDIT: If anyone is curious about or wants to follow development, here is the github repo.

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[-] [email protected] -1 points 10 months ago

A great way to develop the most user friendly ruleset is to have them compete! Here's what I mean by this: once you have your top 5ish systems, just lookup 1 vs 2, 1 vs 3, and so on. You'll notice some rules that are coming up almost every time. These are the greatest pain points for users of that ruleset. From here, you can cherry pick the best of all worlds! A word of caution: if you intend to avoid a particular rule or style, consider why it exists in the first place. Often when a system keeps a part of the game most players dislike it's because that system is essential for maintaining balance somewhere.

[-] [email protected] 1 points 9 months ago

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this post was submitted on 29 Aug 2023
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