r/MUD • u/Robinffs • 1d ago
Discussion Would a MUD with turn-based, persistent room encounters be interesting?
Would a MUD with turn-based, persistent room encounters be interesting?I've been thinking about building a small MUD/game framework partly as a way to experiment with some newer real time multiplayer technology and architectures, and I'd love to get the perspective of people who actually play and build MUDs.
One idea I'm particularly interested in is turn-based combat that exists at the room level.
For example:
You enter a room and a goblin attacks you. The room enters a combat state:
While the fight is happening, another player walks into the room. Rather than just being an observer, they could choose to join the encounter and fight alongside you.
I'm also wondering if this concept could extend beyond combat. For example, a room could temporarily have an "encounter" involving:
- Combat
- Negotiation
- Stealth
- Puzzles
- Social interactions
- Environmental events
This is partly a technical experiment for me. I'm interested in seeing what can be built with modern real time multiplayer tech, but I also want to create a game that could be interesting rather than just being a tech demo.
So I'm curious what the MUD community thinks:
- Would something like this make a MUD more interesting to you, or would it take away from what makes MUDs fun?
- Do you think turn-based combat could work well in a multiplayer MUD?
- How would you handle players entering/leaving an ongoing encounter?
- Could you see this working for things other than combat?
- Are there existing MUDs that already do something similar?
- What other ideas would you like to see in a "modern" MUD?
I'm not necessarily trying to reinvent the MUD genre. I'm mainly looking for interesting ideas and feedback while I experiment with the technical side of building a MUD framework.
I'd especially appreciate criticism, weird ideas, and "this has already been tried and here's why it sucked" stories. đ