THE PROBLEM OF
MASIVE MULTYPLAYER ONLINE ROLEPLAYING GAMES
For some time now I have been playing a few MMORPS and have found them to be only hack and slash games. Very little if any role-playing takes place. The main goal is to kill as many npc?s and complete as many quests as you can to level as fast as you can.
There are probably a few exceptions to this rule but I have had trouble finding them. In a role-playing world, the pc?s should not only strive to level there characters, but should be able to change the very fabric of the game world with there action. They should be able to build a community, not just through interaction with other players but in the ability to build towns and cities, lumber forests, mine for minerals and other activities that are run and controlled by the characters.
An example of this is as follows.
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A level 15 Dwarf rogue decides that he wants to follow other activities, rather than just hack his way through hordes of monsters and pages of quests. He has skills in prospecting, mining and metal appraisal. The Dwarf remembers that a few weeks ago, while passing through an area of the wilds, his prospecting skill informed him that a vain of minable iron ore was present in the side of a steep hill.
Our valiant Dwarf miner to be decides that this will be no small enserver. So he goes and hires a group of npc?s with skill in mining, collects the provisions that he needs, axe, pick, shovel etc., and heads out to the place were the ore is.
After starting the mining, our Dwarf needs to smelt the ore into iron ingots but he hasn?t got a smelting works, nor dose he have the necessary skills to do so. This is a dilemma. After some thought and a few curse oaths, our Dwarf decides he needs a partner with the necessary smelting skills and finds a Human magician level 18 with smelting and smithing skills.
The Dwarf and the Human form a guild called The Dwarf and Human Mining Cartel. Because the Human has the skills necessary, he now goes and hires the labour and buys the necessary equipment to build the smelting works and a smithy. They return to the mine sight and build. So fare, so good.
Because the two don?t have to be present for the mining and smelting and they can set the smithy to produce steel ingots, (There are probably other small industries that are associated with the project such as a lumber mill for the mine and a charcoal maker for the smith, but this is just an example of an industry for players to involve themselves in.) they can go and replenish there immediate finances and earn some more xp questing.
After a few days questing and having a great time killing the King Troll of Boggy Swamp, our heroes return to the mining operation to find utter disaster. It appears that a group of forest goblins have taken exception to the mining endeavour and have run off or killed all the workers, taken all the processed ore, equipment and fires the buildings.
Well as you could imagine, the air turned blue with the curses and swearing of our two enterprising heroes. After a heated discussion, our two friends decide to seek help from a Human fighter level 15 and a Half-elf ranger lv19 to punish the goblins and recover there stolen equipment and stock.
After some tracking and a short but bloody fight, our heroes return triumphant to there decimated mine sight. The Dwarf invites the Human and Half-elf to join there little guild and they begin to rebuild. With the fighter and ranger now in the group they can now build a barracks and a scouting hut to give them some guards and a warning if there are any feather attacks
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As you can see it?s much more interesting and creates more of a challenge than just hack and slash. Of course there is a lot more to it like trading there goods and maybe expanding the whole sight to include a tavern/shop to sell there finished wares from the smithy and a temple for travellers. They could build a farm and provide food at the inn to help replenish wary pc?s who need to heal up and replenish there manna, all returning revenue to our friends.
Whilst the above is just an example, ill try and lay out a system for really achieving the above goal in a step by step manna and gladly welcome other people to add and expand on the idea.
1. To stop guilds building right next to one another, have places of power evenly spread out over the game world in out of the way places. These sights are were the guild leader places his guilds hall. I advise that you have the game world broken up into regions and districts. A region has a main adventuring centre with 10 or so districts around it with 2 or 3 places of power in each district. Once a guild controls all the places of power in a district, they control a district and could even place toll ways on the roads, leading to guild vs. guild fighting over access rights through a whole region (more on that later).
2. Once the guild hall has been build, it becomes the guild treasury. Items can be stored there, as well as guild finances and individual finances. It can be a place of rest and healing for guild members after adventuring. The hall would gain a family of npc?s to interact with, i.e., treasure keeper and 2 or 3 guards of half the level of the guild master to act as security standing outside the door.
3. Once the Guild Hall is built, other guild members are needed to build other buildings. I have listed an example of the requirements for each building below; other people could add to this or expand on the skill requirements. An example for this for expanded guild member participation is a fighter builds a barracks to add more soldiers to the protection of the guild base. He would be responsible for placing the soldiers at strategic points or have them walk set patrols. If a stables is attached to the barracks, then the pc in charge of the stables can set ridden patrols in the district, weather they be up to the main road or along a path were goods are brought into the store house from the mines.
4. The Guild Hall is the main building and replaces the marker for the place of power, this is were PvP can be introduced into the game. Instead of having safe regions that are PvE, you have the guilds declare war on each other and have only those in the 2 respective guilds fighting for land. If a Guild Hall is destroyed, the winning guild captures the goods, buildings and industries associated with the Guild Hall once they have build a new hall. To place limits on the guilds, you could rule that a guild leader can?t control more that one Guild Hall and guild members can?t control more than one building. This will force the guilds to grow, merge or die. You would allow another member of the guild who has the required level to build the second Guild Hall and be in charge of the second town, designating who builds or takes over the old buildings or new ones.
5. All the buildings add something for the guild. A Wizards Tower can teach new guild members there spells at a cheaper cost that in a major centre. Non guild members could pay to learn at the same set rate that the towns give or be adjusted by the pc in charge of the Wizards Tower. A Church can offer the same thing with an added bonus of selling healing to other pc?s that are in the area. This is all provided that the pc?s aren?t in an enemy guild. The Wizards Tower and the Church can even become a repository of spells found by other members of the guild and in the long run, make them valuable targets for opposing guilds.
BUILDING SKILL REQIRMENT NPC?S
Guild Hall Guild Leader 2 fighters
Level 10 ? lv of PC
Barracks 4 Weapons rank 10 4 fighters
2 Armour rank 10 1x? lv of PC
1x? lv of above
3x? lv of above
Scout Hall 2 Outdoor - Environmental rank 10 5 Rangers
Subterfuge - Stealth: Stalk rank 10 1x? lv of PC
Subterfuge - Stealth: Hide rank 10 1x? lv of above
Subterfuge - Attack: Ambush rank 10 3x? lv of above
Spy Hall 4 Subterfuge - Mechanics rank 10 5 Rogues
2 Subterfuge - Stealth rank 10 1x? lv of PC
1x? lv of above
3x? lv of above
Monastery 2 Self Control rank 10 1 monk
1 Martial Art - level 4 rank 10 1x? lv of PC
1 Warrior Monk
1x? lv of PC
Craft Hall 2 Craft skill rank 10 2 Layman
1 Technical/Trade rank 10 1x? lv of PC
1 Lore - Technical rank 10 1x? lv of above
Merchant Hall Outdoor - Animal: Animal Handling rank 10 1 Layman
Outdoor - Animal: Driving rank 10 1x? lv of PC
Science/Analytic - Basic Maths rank 10
Technical/Trade - Advertising rank 10
Technical/Trade - Appraisal rank 10
Wizards Tower 5 Base Essence Lists rank 10 2 Wizards
1 Lore - Magical rank 10 1x? lv of PC
1x? lv of above
Alchemy Hall 3 Base Alchemy Lists rank 10 2 Alchemists
1 Lore - Magical rank 10 1x? lv of PC
1x? lv of above
Church 5 Base Channelling Lists rank 10 2 Clerics
1 Lore - Magical rank 10 1x? lv of PC
1x? lv of above
Farms 1 Outdoor - Animal: rank 10 2 Layman a farm
1 Outdoor - Environmental rank 10 1st Farm x2
Craft - Horticulture rank 10 1x? lv of PC
Lore- General: Flora rank 1o 1x? lv of above
Lore- General: Fauna rank 10 2nd Farm x2
? lv of above
3rd Farm x2
? lv of above
Etc. until lv1 only
Hall of The Mind 5 Base Mentalism Lists rank 10 2 Mentalists
1 Lore - Magical rank 10 1x? lv of PC
1x? lv of above
Clinic Technical/Trade - First Aid rank 10 1 Healer
Technical/Trade - Use Prep. Herbs rank 10 1x? lv of PC
Technical/Trade - Prepared Herbs rank 10 1 Lay healer
1x? lv of PC
Hospital Technical/Trade - First Aid rank 10 2 Healers
Technical/Trade - Use Prep. Herbs rank 10 1x? lv of PC
Technical/Trade - Surgery rank 10 1x? lv of above
Technical/Trade - Prepared Herbs rank 10 2 lay healers
1x? lv of PC
1x? lv of above
Fletcher Hall 2 Weapons - Missile rank 10 1 Layman
Craft - Fletcher rank 10 1x? lv of PC
Sables Outdoor - Animal: Animal Handling rank 10 1 Layman
Outdoor - Animal: Riding rank 10 1x? lv of PC
Outdoor - Animal: Animal Training rank 10
Smithy 2 Technical/Trade ? Evaluate rank 10 2 Layman
2 Craft - Metal Craft rank 10 1x? lv of PC
1x? lv of above
I will add more to this after people add there comments.