Adventure System

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Revision as of 18:45, 27 October 2024 by Prime (talk | contribs) (Created page with "The Adventure System is designed to allow the game to incorporate some of the classic features of a MUD for some of the "dungeon crawl" sort of experience. Our goal is to include those features without losing any of the free-form role-play focus that the MUSH was designed around. So, while the classic game system remains in place for typical role-play, we've included the Adventure System for the ability to play solo or in groups while exploring areas, fighting enemies, e...")
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The Adventure System is designed to allow the game to incorporate some of the classic features of a MUD for some of the "dungeon crawl" sort of experience. Our goal is to include those features without losing any of the free-form role-play focus that the MUSH was designed around. So, while the classic game system remains in place for typical role-play, we've included the Adventure System for the ability to play solo or in groups while exploring areas, fighting enemies, etc. There are two main aspects to the Adventure System, the combat system and the actions system. Both are governed through use of your character's stats.

Action commands are detailed at help adventure action commands. These commands let you interact with certain game rooms, using your character's stats to uncover secrets, solve puzzles, or discover items. If you'd like to design an Adventure area, then all you need to do is contact staff, and we're happy to help! You can also let us know if you have any other questions. (On game, type help request.)

Setup

Core Stats

To set up your Adventure stats, we will first need to set up your work-in-progress tstats. This creates a set of stats for staff to review, and then, once they're approved, they will be transferred to stats. All core stats start at 1D, but the kind of dice rolled changes based on your sheet. Stats associated with Basic-level traits will begin as 1D6, while Enhaned-level traits will begin as 1D12, and Supreme-level traits will begin as 1d20. This gives characters a bump based on their starting sheet, but remember: the higher the die value, the more expensive the trait will be to raise via XP.

The commands in this file will help you set up your Adventure stats.

Template:Code - Check your current stats. If you include /<form>, it will show you just the bonuses and traits you gain access to while in that phase (help phase).

Set up your Adventure Stats based on your approved character sheet.

setstat me/<Sheet Ability>=<Core Stat>
clearstat me/<Code Stat>

Use the Sheet Abilities you have approved to set any core Adventure Stat that you believe that Ability could reasonably represent, such as a "Physique" ability being applied to Strength and/or Toughness or an "Agility" ability being applied to Dexterity. (Note that only your Sheet ABILITIES can be applied to core stats. Your Sheet SKILLS will count toward Adventure Skills.)

  • Sheet Ability: Select one of the Abilities from your sheet.
  • Core Stat: Select Strength, Dexterity, Toughness, Intellect, Wits, or Willpower.