The Making of the Real-life Quest
The first planning
For the Mud conference I though it would be fun to have two quests,
one RL and one computerized. Fortunatly the live roleplayers Karin
Rappe and Henrikt XXXXX volunteered to do the RL quest so we computer
nerds could concentrate on the computerized quest. My idea was to make
the quest in a 3d world system, with time and everything. To make it
easier the world would be diveded into 5m*5m*5m cubes. Since the world
should not be displayed graphically, but in text I didn't think that
the players would notice these rather large "coordinates". The quest
would take place in a city, and we desided to make it of 100*100*10
cubes. To make it impossible to escape the city it was located on an
iland. To make the quest more interesting we were going to have GMs
(game masters) playing all NPCs (non player characters). Thus we
didn't have to worry about making intelligent NPCs. And after the
conference attendants had played the quest we were planning on letting
them play GMs for players across the Internet.
The (first) plot
When the quest first