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-
-
- FFRP.BBS
- DOCUMENTATION FILE
- ------------------
-
-
- Fantasy Role Playing BBS
- Designed by: SpLiTiNfInItY
-
-
-
- INTRODUCTION
-
- One interesting activity which has developed on BBS systems in recent years
- has been a special type of game playing known as Role Playing Games. In fact,
- sometimes these games of Dungeons & Dragons or Traveller become so popular
- they earn their own sub-board. In other cases, the SYSOP disallows these
- games because they cause the message base to fill (or scroll) too rapidly.
- It was during one of these denials from a SYSOP that insperation struck.
- The BBS was very popular and a group of users decided to get a game of
- Dungeons and Dragons going on one of the sub-boards. Immediately the SYSOP
- put a stop to it, saying that the message base would scroll to quickly, and
- that his BBS just wasn't the place for it. This was all probably true, but it
- did get me thinking; thinking of what place WAS right for it.
- That night, at about 2:00 am I began working on a BBS program totaly
- dedicated to Role Play Gaming. I was motivated enough to work straight
- through for two days until a fairly operable version was up and running.
- The program was fairly crude from the storage capacity stand point. I had
- expected a limited response, assuming that only a small percentage of the BBS
- users in my area were playing Role Playing Games. I was wrong. The instant
- popularity over-ran my program. The user log overflowed in a week and the
- message base capacity proved fairly limited.
- But the board itself, the concept, was a hit. So, during slow hours (which
- were few), I began work on a more powerful version of the program. Nearly a
- year later I decided to re-write it once more, from the groud up and release
- it into FREEWARE.
- This version of the program is much more powerful than my first, but a bit
- less powerful than my second. The trade off for power, is the ablity to
- handle information easier with less work from the SYSOP. The older versions
- required various mantiance programs and wasn't suited for any other but the
- program's author (me). Secondly, this version can work with a variable drive
- configuration, whereas the earlier ones were stuck with my setup.
- Overall, the look and feel of the program has changed little. FRP.BBS is
- designed to let users run Role Playing Games effectively using a BBS as the
- media. Each game which is running has it's own private message base and
- files. Users can become Game Masters and form their own games, and/or be
- players in other games.
- The program is not just a modified BBS program, but a totaly dedicated,
- built from scratch, program for Role Playing online. Various tools and files
- allow Game Masters to run their games easily in a BBS environment.
- Needless to say, a knowledge of Role Playing Games (RPGs) is a prerequisite
- for a SYSOP of this BBS, as well as any Game Masters. But because RPGs are
- easy to learn from a player standpoint, many users who have never heard of
- Dungeons & Dragons can jump right in and start playing with only skimpy rules
- and concepts.
- Role Playing on a BBS has distinct advantages vs. the normal method of
- playing: in person. Because a game of D&D may take several days to complete
- even one adventure, players cannot always meet at the same time. Using this
- program, players and Game Masters can communicate their turns at their
- convenience. Generaly there is a set turn rate, maybe once a week on firday,
- or whatever. Using this method, players can discuss their move for the week
- and then let the party leader give the GM their decision on friday. The
- following monday the GM will have the results of their actions posted and the
- game continues.
- This is obviously a much slower process, but with some small modifications
- to the rules it works fine. Suggested modifications will be discussed in due
- course. Some games do move faster by having turns every-other day. This is
- sometimes a frantic pace, but these are usually less involved games with fewer
- players.
-
-
- THIS DOCUMENTATION FILE
-
- This file will give you the important information you need to operate
- FRP.BBS. Information on such things as Role Playing Games and running a BBS
- will not be covered, as they tend to be a prerequisite for this program.
- Not all functions of the BBS program are covered, but instead, the general
- flow of operation is explained. That is, how games are formed, run and
- carried out. You will have to play around with the program to see how it
- actualy operates.
- Lastly, some techinical information for programers will be discussed.
-
-
- EQUIPMENT NEEDED
-
- FRP.BBS works with the following:
-
- Commodore 64, Commodore 128 (In C64 mode)
- 1560, Westridge, Totaltellecomunications (modem64) modems (or compatible)
- Up to 3 disk drives as follows:
- 1 single 1541 disk drive (or MSD SD-1)
- 2 1541 disk drives (or MSD SD-1s)
- A dual disk drive such as the MSD SD-2
- SFD-1001, 8050, 8250 drives will work as well
- A third drive is supported for special file storage called CHRONICALS,
- explained later.
- If an IEEE interface is required locate it under ROM. If a driver is
- needed, it can be located from $ce00 up.
- A printer is optional. It must be serial, device 4.
-
- NOTE: Modems using negative line control or no line control are not supported,
- such as the Mitey Mo, Commodore 1660 and Hayse.
- (future version might!)
-
- FILES NEEDED:
-
- 1] FRP.CREATOR This program allows you to set up the BBS files and change
- various aspects of the BBS as necessary.
-
- 2] FRP.BBS is the main BBS program.
-
- 3] SHORTML is the machine language routines used by FRP.BBS. FRP.BBS will
- load in SHORTML when it is RUN.
-
- These files should all be on one disk, but this disk is not to be the main
- storage disk of the BBS. The disk which the BBS program will use is called
- the SYSTEM DISK. The SYSTEM DISK will be the one in the drive when the BBS is
- running, and will NOT contain any of the three program files (for sake of disk
- space).
-
-
- FRP.CREATOR
-
- Load and run this program first. Press any key to move from the title pages
- to the functional part of the program. Much of the information you will be
- giving will require that you have read the rest of this documentation first.
- The FRP.CREATOR will write a file to the disk when you are done using it.
- For this to happen you must exit the program with the EXIT PROGRAM menu
- option, not just by turning off the computer!
- FRP.CREATOR will also write out the help files. This was done so that you
- would not have to download a large amount of files.
- You can return to the FRP.CREATOR program later on and change original
- settings, but some of the DRIVE CONFIGURATION settings should never be changed
- once they are set and being used. These will be discussed.
-
-
- RUNNING FRP.BBS
-
- After setting up the BBS with FRP.CREATOR, load in the main BBS program and
- run it. Make sure SHORTML is on the disk when you run the program. After it
- loads in the machine language you will see the title page (creative isn't
- it_). This is when you switch the PROGRAM disk with the SYSTEM DISK. Hit
- RETURN after doing so.
-
-
- WAITING FOR A CALL
-
- The display which follows is where the BBS is waiting for a caller. You
- will see several windows holding various information and menu selections. The
- menu selections only operate while this screen is being displayed.
- When you first get to this screen you will be asked for the DATE and TIME.
- You will also be asked for the date and time if you go to TERMINAL mode (upon
- returning) because TERMINAL mode disables the clock.
- (NOTE: If the DATE or the TIME is accurate, enter zEROS (0) and they will be
- left unchanged.)
-
- The BBS will be online if your board was set to FULL TIME (from the
- FRP.CREATOR program). If you have it set to PART TIME, it will be off line.
- If this is incorrect, just hit L to toggle it. If the BBS is offline, it will
- NOT answer the phone. A PART TIME board will go offline and online at the
- speciffied times.
-
- Notice the [V] VALIDATE DISK option in the menu. USE IT! FRP.BBS uses SEQ
- files a lot, and due to tiny errors in Commodore DOS, SEQ files may disappear
- if the disk is not VALIDATED occasionaly.
-
- [F] FAKE RING is used for testing purposes. Connecting another computer
- directly and using this key will let you see how it works from REMOTE vs.
- LOCAL mode.
-
- The BBS satistics window contains information which SYSOPS like to keep
- track of. The averages are reset when you stop the program, but the other
- information is saved on the disk.
-
-
-
- ONLINE
-
- SPECIAL NOTE: LOCAL and REMOTE mode allow for slightly different operation.
- From LOCAL mode some options are avalible which are not from REMOTE mode.
- This helps prevent crashing of the program and unathorized use of some
- sections.
-
-
- Special Control:
-
- Messages/files can be ABORTED with the SPACE BAR or CTRL-C. Their output
- can be paused with CTRL-S with any key continuing.
-
-
- Type Over, and Function Keys:
-
- When a user is online, you are able to TYPEOVER them. Also, you can use
- Function Keys to cause certain things to happen. They are:
-
- F1] Give a troublesome user an interesting message!
- F2] Force a user off the system.
- F8] Go into CHAT with the user
-
- PRIVACY MODE:
- The left arrow key, at the top left of the keyboard is used to toggle
- PRIVACY mode. This will blank the screen (not clear it) but leave the volume
- on. Hitting it again will restore the screen. This only works correctly
- while a user is online, don't do it from LOCAL mode. If the key seems not to
- function, hit it repeatidly until it is detected.
-
-
- Chat Mode:
-
- When you enter Chat Mode, you will be give this short menu of function key
- options:
-
- F1] Raise user's access
- F3] Lower user's access
- F5] Set user's time left to 30 mins.
- F7] Exit Chat Mode
-
- In addition to those, here are the others:
-
- F2] "Whatcha' need_"
- F4] "Go voice, okay_"
- F6] (clears screen) "Hold on a sec..."
- F8] "Goodbye!"
-
- Because time left on the system is constantly lowered, you may need to use F5
- to set it to 30 mins just before exiting Chat Mode (assuming you want them to
- stay on the system).
-
-
-
- USERS:
-
- You can set the number of users allowed in the FRP.CREATOR program. It is
- suggested that you use no more than 400, and between 100 and 300 is generaly
- all you may need. DO NOT LOWER THIS VALUE ONCE THE USER LOG IS STARTED.
- (Raising it will do no harm, but lowering it after users have started to logon
- will do damage to the user file).
-
- Users are identified by a USER ID#. The ID# is directly related to their
- record number in the USER FILE, which is a RELative file.
-
- NOTE: ID# 1 is reserved for the System Overlord (or SYSOP). Therefore, you
- must logon to the system FIRST.
-
- Each user has 9 independent access levels. 8 of these access levels refer
- to their status on individual games being played. The last one referes to
- their SYSTEM ACCESS LEVEL. For all 9 access settings, there are these values:
-
- 0] VISITOR
- 1] PLAYER
- 2] CHRONICAL KEEPER
- 3] LEADER
- 4] GAME MASTER
- 5] System Overlord (SYSOP)
-
- Access 5 is reserved for the SYSOP only.
-
- Each of these levels will be explained in the MESSAGE BASE section of this
- documentation.
-
- All users start at access level 0. As SYSOP you will be validating some
- users to access level 4 (Game Master). They in turn are responsible for
- validating users requesting access to their games. This is discussed in the
- BEING A GAME MASTER section of this documentation.
-
-
-
- MESSAGE BASE:
-
- FRP.BBS contains 9 message bases. Eight of them are dedicated Game Play
- boards; private message bases on which games are conducted. The last is the
- Electronic Mail message base.
- Although the message bases are seperated, the actual messages are stored in
- a single physical message base, with each message identified by a message base
- number.
- In this way Email and Game messages are stored identically. The message
- base messages are stored in SEQuential files with a single RELative file used
- as a DIRECTORY KEY.
- FRP.BBS will store 100 messages per disk drive, for a maximum of 200
- messages. 200 messages is a fair amount of storage for this type of BBS
- program, although a standard social or special interest BBS would certainly
- require a larger message base. The message base automaticly deletes the
- oldest message when it becomes full to make room for new ones.
- Because the individual messages are orginized by a KEY file, they can be
- looked up and identified quickly. Email and messages sent to a specific user
- are brought to that user's attention at logon.
- FRP.BBS keeps track of the highest message number each user has read ON EACH
- MESSAGE BASE. Therefore, if they logon and then logoff (or drop carrier) they
- will not lose any NEW messages. They will remain NEW until the user actualy
- reads them.
- Each Game Board message base is private. Only the players and the Game
- Master of that game (and the SYSOP of course) can post messages on their
- message base. Any user is allowed to read from a message base and see how a
- game is progressing. A user is given POST access to a message base when their
- access level for THAT game board is above VISITOR (level 0).
-
-
-
- BECOMING A GAME MASTER:
-
- Now that you have an idea of how user information and messages are stored on
- FRP.BBS, understanding how games are run will be easier.
- When you first put up FRP.BBS there will be no OPEN games. You will
- probably want to get some people to be Game Masters right off, or you may want
- to run your own game. Here is an outline of the procedure:
-
- I Request that users who want to be Game Masters send you a
- description of their experience and what game they want
- to run.
- II Validate selected users to Game Master access (see validating
- users). Give the Game Masters instructions on how to Form
- and run their game on FRP.BBS
- III Game Masters must FORM their game. When they do this, they will
- be asked to write an advertisment for their game which users can
- view when decideding which games to join.
- IV Game Masters will soon get REQUESTS TO JOIN GAMES from players.
- A response is important, wheather the user is accepted or not.
- V The Game Master then validates users who he wants to be in his
- game and adds them to his game's ROSTER.
-
- This small outline details how games are set up. Choose Game Masters well,
- they must be able to handle responsiblity.
-
-
- VALIDATING USERS:
-
- As SYSOP you will be validating users to higher access levels. Usualy you
- will only validate Game Masters and leave the player validation up to them.
- This method has proven very sucessful and is much easier on the SYSOP.
- Changing a user's access level can be done in three ways:
-
- 1] While the user is online you can raise/lower their access level
- from Chat Mode using the Function Keys.
-
- 2] Using local mode, logon as the user you want to validate. Go to
- the [U] USER info section and the [S] USER STATS section. In
- local mode you can change their access level (and handle) from
- there. From remote, this is not possible. After logging back off
- their access level will be written to the disk, and because of the
- way NEW messages are marked, they will not lose them by doing
- this.
-
- 3] Game Masters have limited ablity to raise a user's access level.
- When they add a player to their game they are asked which level
- the user should have: 1] Player 2] Chronical Keeper or 3] leader.
- Of course this only applies to the game the GM is running.
-
-
-
- COMPONENTS OF A GAME:
-
- Each game board has these components:
-
- 1] A message base for game play.
-
- 2] A Game Bulletin, which the GM creates.
-
- 3] A Chronical of the game.
-
- 4] A ROSTER of game players.
-
-
- Game Bulletin:
- The Game Bulletin is like the main bulletin, but is retrieved while in a
- specific game's message base menu area. The GM can post any vital information
- here for players.
-
- Chronical:
- The Game Chronical requires a bit more explination. Generaly, a Chronical
- is a popular enhancment to game play consisting of a record of an adventure's
- events. Depending on how it is used, a Chronical can be a colorful story
- which is written as the game's adventure goes along. Usually this is the
- case, and when a game ends the Chronical is sent out to all the users in a
- newsletter.
- Because a single Chronical can be quite long, a large amount of disk space
- is required. Therefore the Chronical section is optional, and can be
- disconnected in the FRP.CREATOR program. If it is used, IT IS SUGGESTED THAT
- AN ENTIRE DISK BE DEDICATED TO JUST GAME CHRONICALS!
- Players who are validated to Chronical Keeper are generaly in charge of
- entries in the Chronical, but a game Leader or the GM can also do this.
- NOTE: Printing of a Chronical requires a SEQ file to PRINTER program, or a
- TERMINAL program which can do this. The EDITOR in FRP.BBS cannot handle a
- large Chronical do to memory limitations.
-
-
- Roster:
- The GM should enter players into his game's ROSTER as they enter the game.
- The roster will hold the user's handle, ID# and a word or two about their
- character (such as, FIGHTER or WIzARD).
- The ROSTER is the best place to find a user's ID# if you have forgoten it.
- Generaly it is faster than using the [F] FIND USER ID# if you know which game
- he/she is in.
- Further, the ROSTER is a necessary tool in keeping track of players and
- their characters.
-
-
-
- RUNNING A GAME ON FRP.BBS:
-
- It is important that Game Masters have a good idea of how the system works,
- and how they must modify their game to fit the BBS media. This section will
- outline some of the basics of running a game on FRP.BBS, but it is up to you
- to pass it along to the Game Masters.
-
- Forming A Game:
- A game can be formed by anyone with Game Master access, so long as there is
- an open slot for a game. When a Game Master chooses to form a game he/she
- will be asked to write an advertisment which players can view. It may be a
- good idea to outline to potential Game Masters exactly what should be included
- in the ad. Here are the usual items found in an ad:
-
- 1] Title of Game and Adventure
- 2] Description of Game if it is an original one or an uncommon one.
- 3] A description of the adventure or if it will be an ongoing game.
- 4] Wheather player's can bring their own characters
- 5] A description of how turns will be taken
- 6] What experience is necessary (if any).
- 7] What info to include in their REQUEST to Join.
-
- Game Status:
- Each game can have one of these status settings:
-
- 1] EMPTY No game in that slot.
- 2] OPEN A game accepting players.
- 3] CLOSED A full game, no more players needed.
- 4] RESTRICTED Only INVITED players need apply to join this game.
- 5] LOCKED A game which has just ended.
-
- All games start off EMTPY. When a Game Master forms a game it is set to
- OPEN. If he wishes, he can then RESTRICT it. Restricting of games is rarely
- used except for special events, such as play offs.
- A Game Master can CLOSE his game when he has enough players to get started.
- Although a game is CLOSED, a Game Master can still add players, but they will
- have to REQUEST to Join via. Email.
- When a game ends, you (as SYSOP) must LOCK the game. When a game is locked
- that slot will remain unused until you UNLOCK it. While it is LOCKED, players
- who logon and who were on that game will be notifed that the game has ended,
- and their access level for that game will be reset to 0. Therefore, you must
- leave a game LOCKED long enough for all the players to be notified, otherwise
- they will end up with access to the new game which starts in that slot.
-
- How Games Can Be Modified:
- Modifing games is not to difficult. Generaly a Game Master will need to
- change two areas of a Role Playing game:
-
- COMBAT: Melee would be painfully slow in a RPG on a BBS. So to keep things
- moving, a Game Master will usually take care of all combat himself. To make
- it fair, he/she will request a Strategy & Taticts statment from each player
- which outlines how their character will fight (in general terms). Important
- battles or large campaigns will usually be fought with a combination of the
- normal and the modified rules.
-
- PROBLEM SIzE: Adventures on a BBS should take on a larger scale than a normal
- adventure. Small things such as picking a lock on a chest shouldn't be
- covered, but rather how a particular castle should be assulted. Characters
- should be in charge of armies rather than just a short sword and a shield.
- Obviously characters will want to go off in search of fame and fortune, and
- such adventures will take on a more personal level; this is okay, but should
- be the exception rather than the rule. Such adventures usualy move to slowly
- to keep the players attentions and thus the game fails.
-
- Email vs. Message Base:
- Because each game has it's own message base, it should be used. Sometimes a
- game might seem to move into Email where no one knows much of whats going on.
- Some games have all their characters seperated with only a few knowing that
- the other even exists (in game terms). These games work, but are very boring
- to people watching the game progress. Don't have to many of these types of
- games going on. One or two would be fine, and maybe interesting, especially
- when the characters do meet.
-
- Managing Games:
- As SYSOP you will be in overall charge of what goes on. This is a major
- responsiblity. Mainly you will be explaining how games are run on FRP.BBS to
- experienced RPGers, and also the concepts of RPG to those who never heard of
- it. Patience is the key here. Don't expect games to get started right away.
- It usually takes at least a week for a game to get organized and underway once
- an ad is up.
- Try not to let players and Game Masters get in over their head. No one
- should GM more than one game expecially if they are playing in another! There
- just isn't enough time for it. Players can usualy get by playing in more than
- one game, but if it gets over two there will be problems.
-
- Closing A Game:
- When a game is over you will need to do a little housekeeping. First KILL
- the game so that it will be LOCKED. Next KILL all the messages in the game's
- message base. The ROSTER will automaticly be killed. Delete the game's
- bulletin and chronical. Usually the chronical is worth keeping in some form
- or another, a newsletter is one popular idea.
-
- Time On System
- The biggest complaint from user's will probably be about how busy the line
- is. Social boards are just as busy, but getting on them is not as manditory
- as it is on FRP.BBS. Game Masters need time to take care of their game, and
- players need to get their moves in. Although FRP.BBS is set up to handle Part
- Time operation, it is not recommended unless you only allow one or two games
- to be going at one time.
-
-
-
- SYSTEM MANAGMENT
-
- This section will discuss the file handeling portion of FRP.BBS which only
- the SYSOP has access to.
-
- System Files
- There are 4 system files which user's will be given at certain points in the
- program:
-
- 1] HELLO This is the first message they will see.
- 2] NEW USER This should explain about FRP.BBS and any rules.
- 3] BULLETIN The daily bulletin.
- 4] GOODBYE The logoff message.
-
- All four of these you will be reqired to create. A section in FRP.BBS is
- set up for this. From the [F] FILE section, go to the [S] SYSTEM file area.
- From there you can create and edit all the system files (and others).
- FRP.CREATOR will write the help files and a file called WHATDOIDO.
- WHATDOIDO is a small overview for people who want to join or form a game. You
- can modify it as you wish, along with the help files. One suggested
- modification is to the EMAIL menu which includes [O] OTHER EMAIL. Only you
- can use this function, and you may not want users to be aware of it.
- NOTE: file names are in lowercase.
-
- Text Entry/Editor
- The editor in FRP.BBS works on a line number system. It can handle 65 lines
- by 35 characters. The editing functions include inserting/deleting lines.
- Replacing lines, search & replace and hardcopy. [H] HARD COPY is only
- possible from local mode and make sure you have the printer hooked up and on!
-
-
-
- PROGRAM NOTES AND QUIRKS:
-
- * You can skip the HELLO and BULLETIN files by pressing the S key instead of
- RETURN at the appropriate prompts.
-
- * There is no other backdoor password other than the one you specify in
- FRP.CREATOR program in FRP.BBS.
-
- * FRP.BBS will send line feeds. Most terminals that do not require them
- filter them out anyway.
-
- * DO NOT CHANGE DRIVE CONFIGURATION after the message base has begun. This
- DOES NOT apply to adding a drive for the Chronicals.
-
- * Setting the number of calls allowed per day to 0 in FRP.CREATOR will allow
- unlimited calls per day.
-
- * If a user is ONLINE when the system is going OFFLINE (for PART time boards
- only), the user will be informed but not bumped off the system.
-
- TECHNICAL NOTES:
-
- FRP.CREATOR is written in BASIC and is not compiled, nor should it be.
- Tacked onto the end of FRP.CREATOR is raw data consisting of help files,
- character set, and other info. Therefore you CANNOT modify this program
- without damaging it. There should be no attempt to compile it either, it
- requires no extra speed anyway.
-
- FRP.BBS is written in BASIC and complied with Skyles Blitz! BASIC compiler.
- It can be de-Blitz!ed, but the resulting code will not be RUNable do to the
- way de-Blitz! decompiles.
- The source code for FRP.BBS uses all but a few bytes of BASIC memory when
- uncompiled. Modification is difficult, but REMark statments can be eliminated
- to make room. The source code should be avalible on CompuServe CBM310 at some
- point in the near future.
- ALWAYS compile FRP.BBS if you make any modification. Only Blitz! compiler
- will interact with the machine language routines properly.
-
- FILES in FRP.BBS are SEQuential and in the format of: 35 characters ending in
- a carridge return. No special treatment of commas, collens or quotes is
- necessary; a machine language disk LINE INPUT routine handles them properly.
- For them to be exceptably by the EDITOR in FRP.BBS, they must fit these
- criteria and not be longer than 65 lines.
-
-
-
- FREEWARE NOTICE:
-
- FRP.BBS and it's support programs are FREEWARE products. They are not for
- resale, but instead are to be given out freely. By releasing this program in
- this way, I hope that people who find the program usefull will send me a
- donation so that I can continue to produce other programs and enhancments to
- this one. If it is of no value to you, pass it along.
-
- If you would like to send a donation, send a Check or Money Order to:
-
- Deep Pan Software co.
- #3 Fairway ct.
- Florissant MO
- 63033
-
- Make Checks or M/O payable to either:
-
- David Whatley
- or
- Deep Pan Software
-
- Thank you very much, and have fun with the program.
-
-
- AUTHORSHIP CREDITS:
-
- FRP.BBS was written by:
-
- David M. Whatley
- aka: SpLiTiNfInItY
- CIS PPN: 72257,2256
-
-
- (C) Copyright 1985, Deep Pan Software co.
-
-
-
-