Okay, so right away I admit this is gonna be a weird topic, but it’s been something on my mind for years regarding the way MUDs operate as interesting hybrid games and chatrooms. I’m just brainhopping some ideas here, and I’m not trying to suggest changing Wolfery into something completely different. I just felt like adding my two cents in here if it WAS a game, because doing so helps my creativity flow.
Usually, you’re consigned to some strict character class, and multi-classing is discouraged, sometimes even across subclasses. This is usually the case with CoffeeMUD. Bleh. I think a better idea would be to take up skillsets instead. Skillsets that let you build your own character archetype more freely and organically. The more skillsets you pile onto your plate, however, the slower character progression would take–however that would be measured. So a strict swordfighter would progress faster in swordfightery than a swordfighting fire mage. You could still have archetypes and whatnot, say a cleric has the skillsets of heavy armor and life magic, or whatever. But you get to piece together your character however you see fit, rather than consigning yourself to dusty old pigeonholes.
I’ve also seen combat in CoffeeMUD. Either you smash in skill keywords on your keyboard and hope it all pans out, or most people just end up succumbing to macros. In truth, a system similar to the gambit system from Final Fantasy XII would be ideal for MUDs. It can be difficult processing and understanding the textual information presented on screen–particularly if it’s rushing by at high speed. Setting up these “conditional” actions would be far more manageable. You can prioritize using healing items or skills when your health is low, and whatnot. Makes it much easier to remain in-character and not break immersion from the role-playing aspects of the game. Your rogue-type can start combat out by backstabbing as their first action, or something. Perhaps they could steal every fourth tick or whatever.
I dunno. These are just ideas I’ve had in my head. I know they don’t apply here at all. I guess I was just hoping to hear that they’re not outright stupid ideas. I thought here would be a good place to ask because MUCKs and MUDs are kinda similar enough that people might already have opinions on or interests in the matter. That’s all. Finding ways to keep things from being complicated with hundreds of numbers to crunch is a good direction, I think, along with plenty of flexibility and player-induced customization.