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Game systems

An Update and Admin Commands

Update We continue to steadily move towards release. Currently, there’s a lot of usability work going on as internal playtesting finds things that are troublesome, frustrating, or confusing. For instance, the ship system needed some streamlining as it was pretty unwieldy. Frankly, it’s still a little unwieldy, due to the fact that it’s pretty complicated,…

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Combat and Wetwiring

We just put up a new page on Combat and Wetwiring, with info that explains how wetwiring and “afflictions” work in Starmourn. Completely new system vs. any of our other games! Check it out and head over to the forums to talk about it and ask questions!

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How does Scatterhome self-govern without a government?

I recently updated the Scatterhome page with a lot of info on how they self-govern without a formal ‘government.’ Here’s an OOC description, but there’s a long-ish history of how the system evolved from all-out-anarchy to self-governance without a permanent formal government on the Scatterhome page. While there’s no permanent government, the citizens of Starmourn…

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Retirement and Starmourn

Those of you who are already players of one of our MUDs probably know what the retirement system is, but briefly, it’s a system whereby you can permanently retire a character and receive credits for some percentage of the value of the character and its stuff as calculated by us. You can then take those…

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Cosmpiercers

I just put up a page on Cosmpiercers, which is the first of what will eventually be multiple ways for the player civilizations (Scatterhome, Song Dominion, Celestine Ascendancy) to compete via game mechanics with each other. Enjoy!

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Learn about resource extraction!

Just put up the companion page to the recent Economy page. This one’s all about how you extract the raw resources that are then used to produce various goods. Read up here!

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Mindsim Personalities

As you may or may not already know, all characters in Starmourn have a ‘mindsim’ in their heads. This is basically your personal AI assistant. Of course, we don’t really need to have mindsims except in an RP sense, so what’s the point unless they have a little personality? Along with naming your mindsim, you’ll be able…

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Tradeskills!

Let’s talk about tradeskills! We’ll have six tradeskills at launch, in two categories: Custom Design and Item Creation. Tradeskills in the Custom Design category are Fashion, Cuisine, and Jewelry, while the Item Creation category has WeaponMods, ArmorMods, and ShipMods. In the Custom Design tradeskills, you’ll be creating design patterns for clothing, food/drink, and jewelry that…

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Space

Although we recently released some details on the basics of the starship system in Starmourn, maybe you’re wondering what ‘space’ looks like in a MUD? Wonder no longer! I just put up a page showing a screenshot of space, some info on how big it is (very) as well as the first map of Starmourn…

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Let’s talk starships! Finally!

I’ve just put up a page with a lot of info about the basics of starships. You will definitely want to check this out, as it’s by far the largest information release on starships we’ve done so far. More info on them is coming, including shots of space and ships flying around!

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Death in Starmourn

Let’s talk about death! Why do we have death in a game? Why not just make you immortal? Two main reasons: 1) Many games (certainly including Starmourn) have elements of roleplaying and simulation to one degree or another. Death is a pretty big part of life insofar as it happens to everyone, and it’s a…

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Player customisation in Starmourn

One question that has been getting asked a lot on the forums and the Starmourn discord recently is the extent of player customization. In this post, I’ll discuss one aspect of the customization options – your character! These are the options that will be available during character generation at or around launch time. Note: I…

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Hacking in Starmourn, Redux

When I first started thinking about hacking in Starmourn, I made this blog post about it. In the months since then, I tried various types of designs, including one potentally interesting pseudo-graphical (using ascii graphics) idea that may make it into the game someday, but ultimately we’ve settled on two types of hacking. The first…

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Starmourn’s economy – early thoughts

The economy design in Starmourn is still at a relatively nascent stage, but there are some key ways it’s going to differ from our other MUDs, based on lessons learned over the last 20 years of running MUDs. Better control over currency generation. The ability of players to generate in-game currency (Marks in Starmourn’s case,…

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Props – a system of interactive items in rooms

I know we haven’t talked much about game mechanics yet, and for a good reason – as the game develops, there is a real chance that any mechanic we designed or built could get changed. However, there are some systems, such as the Prop system, that we’re really happy with and know will be in…

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