Second Prometheus MUD
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The Second Prometheus MUD is a game set in a post-apocalyptic future where
players take on the roll of mercenaries who will use technology to acquire
super-human abilities.
The game is still under heavy development, so right now the only real
activities you can perform are chatting and hunting monsters.
Every monster you defeat gives you experience points (XP). The more XP
you have, the more Battle Points you have.
You can spend battle points to
- upgrade characteristics (using the "ugprade" command)
- learn and upgrade powers (using the "learn power" and "upgrade power" commands)
In many games you focus on acquiring items to make your character powerful.
I have designed this MUD to avoid that cliche because it leads to
a host of gameplay problems that I'd rather not revisit. Instead you spend
battle points to give your character powers that obviate the need for items.
Another cliche I am avoiding is the "all monsters have gold" cliche.
The true source of wealth in the world is industry: farming and manufacturing.
However, I am not writing a game about players crafting objects, I am writing
a game about players clobbering monsters. Consequently, players will have
to clobber monsters in the service of the NPCs who actually create the wealth
of the world.
my purpose
My purpose in creating this game is to explore the gameplay possibilities
of having players as "gods" and leaders. My vision includes a symbiotic
relationship between low-level players and high-level players.
Understand that I have a long way to go before this vision
takes form. You might grow bored before I actually implement any of this.
ideas:
- players as princes, merchant guild leaders, and as gods.
- players worshipping player-gods,
or being knights commissioned in the
service of princes, or guild leaders.
- ritual magic (required to acquire certain powers, or consecrate
buildings, or whatever). You have to assemble a certain number of players or
NPCs who have the necessary ritual skills (dancing, incantation, or whatever)
to perform the ritual.
- infrastructure: gods ordering the construction and consecration of temples;
princes negotiating the opening of a bank branch, or a merchant guild trade route.
- gods granting powers to their followers, and paying an upkeep for it.
- ley lines, tappable by gods to power ritual magics, and enable
certain industries. Ley lines rise and fall over time, so gods must seek
out fresh ones when the old ones decline. Ley lines spark the rise and fall
of cities.
- simple economic simulations based on the populations and industries
of towns, to affect the taxes the prince collects.
- wars. I want princes to be able to raise an army and have it attack a
neighboring city-state, and damage the city and countryside as players and
defending armies battle the invaders. The prince would then have to maneuver
his resources to speed repairs to restore his tax base.
- multiple dimensions. As players attain the highest levels, they
will gain the power to create a new body in a different dimension, in
effect, starting over as an L1 character in an alien setting with different
monsters and a new geography. The original powerful body is still available
when they return to their original dimension.
- underwater areas, magma civilizations. Powerful players will have the
option of buying the ability to survive in alien environments and explore
previously inaccessible areas of their own world.