Adventurer's College

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= Summary of Important Rooms/Buildings = = Summary of Important Rooms/Buildings =
At this stage, these are concepts more than plans. I do not think all of these are necessary in the College of Adventurers--especially with Losthaven right next door--but some will be there and some will appear in the Meteor crater. (Some won't appear at all.) At this stage, these are concepts more than plans. I do not think all of these are necessary in the College of Adventurers--especially with Losthaven right next door--but some will be there and some will appear in the Meteor crater. (Some won't appear at all.)
-== incarnation entrance 0,0,1 ==+== Incarnation Entrance 0,0,1 ==
This is where players who take the default character will incarnate. There is a plaque here reading, "The journey is the destination." This is where players who take the default character will incarnate. There is a plaque here reading, "The journey is the destination."
 +
== The Dispensary == == The Dispensary ==
You can get the standard services from Eleanuir at 15% discount, plus limb regeneration. You can get the standard services from Eleanuir at 15% discount, plus limb regeneration.

Revision as of 13:15, 10 September 2010

Welcome to the Adventurer's College Project page. The purpose of this page is to describe the planned Adventurer's College, detail my progress on it, collect feedback about it and, when it's done, put up spoilers.

Contents

Overview

The purpose of the Adventurer's College is primarily to teach first-time mudders the basics of mudding here at Lost Souls. A secondary purpose of the zone will be to provide some benefits to those still in the Adventurer's Guild so that being unguilded doesn't totally suck. (A planned but separate intermediate area, the meteorite crater, will be directed to those who have graduated the College or who already have some experience mudding.) No one will be allowed to enter the area who is not a member of the Adventurer's Guild.

The area is a peninsula with an exit to the LH Adventurer's Guild (Ashe) at one end and water all around. There are trails between important buildings and to the LH exit. This will be an 11x11 room zone with full 3d, and will also include a couple of buildings.

Summary of Important Rooms/Buildings

At this stage, these are concepts more than plans. I do not think all of these are necessary in the College of Adventurers--especially with Losthaven right next door--but some will be there and some will appear in the Meteor crater. (Some won't appear at all.)

Incarnation Entrance 0,0,1

This is where players who take the default character will incarnate. There is a plaque here reading, "The journey is the destination."

The Dispensary

You can get the standard services from Eleanuir at 15% discount, plus limb regeneration.

Broman's Savings and Loan

Broman teaches ownership and finance. Bank deposits are at 15% usury. One of Broman's guards is a pickpocket.

The Autoshop

An automated shop. You can buy, sell and view equipment here. Fast talking and haggling do not work. Due to decreased labor costs, the base prices of items for sale is slightly reduced and items sold are paid for at a random +/- 10%.

The Gaping Maw

Sell your corpses here and get back random stuff (about the same value as stuff you could buy with that amount of cash from Emilio's. Items on corpses are eaten without recompense.

The Class of Rules

Basically, this is a room where you either have to read the rules for the mud or indicate that you have already read them and understand them. I am thinking that this should be right next to the incarnation entrance and that there should be no way out other than to answer that you understand and will abide by the rules. (Required) The player can then opt to skip the rest of the College or proceed to Administration

Administrative Office

I'm thinking that this should be the third place every student goes, directly after the Class of Rules. Here, a professor will outline the basic curriculum, define which are required and which are electives, and define the criteria for graduation. This is also where one goes to get a diploma once all requisite coursework is complete. (required)

The Class of Interaction

This will be a one- or two-point quest that involves going around a building, finding out things using the "look", "info", "count all here", "say" and "search" commands. There will also be a small fight or two. This class will probably be the first class after the administrative office. (Required)

The Class of Teaching and Training

Three trainers (misc survival skills, combat weapon skills, language skills), a small smount of training credits and a big mouth in the wall (that gives instructions) comprise this room. The player must "teach me all" to the survival skills, learn two combat weapon skills, learn a little literacy and spend all remaining credits to pass this section of the course. (optional)

The Class of Aliases

To complete this class, you will have to enter several aliases. It won't matter what you call them, but the aliases have to be entered exactly as specified. I.e., you can type in "set shared alias dl to determine location" or "set shared alias loc to determine location" and either would work, but "set shared alias loc to determine location;hp" would not work. The class would first explain what the command does, then suggest an alias statement (that could be cut/pasted) for it. (Optional)

The Class of Advanced Combat

This should teach the various combat modes, the strike command and wimpy. I'm not exactly certain how to go about doing this in a CAI sort of way, but that's the goal. (optional, maybe for the meteorite area)

The Class of Communication

This covers "say", "tell", "newbie", "ooc", reply, the use of languages and ways to cheat using emotes while explaining that it's cheating. (required)

The Class of Light and Darkness

This covers use of torches, lanterns, lanterns of darkfire, why you can't look into the next dark room even though you have a lit torch, etc. (required)

The Class of Basic Movement

Covers the directions, how to read "compass-ne/e", walking, running, hobbling, crawling, flying, swimming, drifting and using the #direction commands. (required)

The Class of Guilds

Overview of the guilds. (optional, maybe for the meteorite area)

The Class of Associations

Overview of associatins. (optional, maybe for the meteorite area)

Goodies for the Adventurer Class

A healer who can regenerate limbs

This should be free for up to level 4, I think,

an association of graduates

You might need this to get entry into the meteorite area. Maybe a graduate gets to summon a torch whenever they want. Or I might totally blow this off.

some basic knowledge

That's the main purpose of this whole thing. Hopefully, some people will get some use out of it.

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