MRPG Player Housing

From The Coursebooks Wiki
Jump to navigation Jump to search

First and foremost there needs to be enough land available for all players. Real estate should not be its own economy. There either needs to be enough land, or a solid mechanism for recycling land back into the pool. One plot of land per player seems like a fair distribution: there no good reason anyone should own 2 pieces of land.

Players will have the ability to purchase land in designated areas and construct houses. To do so, they will need to gather materials from the surrounding area and also pay various fees and purchase specific items. Fully-functional pre-frabricated houses can also be purchased.

Land and anything on it is owned by the player (the account) and not be individual characters. Hence, any character on the account may freely access all accoutrements and facilities.


Within cities, players can rent rooms, apartments, or even whole buildings for a monthly fee paid in in-game currency. If the player fails to pay his rent (such as if they have stopped playing the game and no longer log in) the unbound contents of their property will be auctioned off, much as the storage auctions on Storage Wars. Bound items will be returned to the player via in-game mail, just in case they come back.

Owned Structures

Individual Houses

Player houses will have to be 'refreshed' every now and then, or they will decay and fall apart. However, houses can be refreshed simply by the player logging in under the character who owns the house every so often; they need not necessarily return to the house.

Guild Halls

Guilds will mainly focus around the skyships, but guilds will be able to construct permenant guild halls with various amenities and even an airship dock.

Guild halls need only have active guild members to remain refreshed, so when the guild goes dead they will eventually decay and fall apart.


Player-owned structures must be maintained, however the act of maintenance is as simple as logging in to the account. If the account is not accessed for one month, the house begins to decay. Any items stored in the house are not lost or destroyed yet, but the doors will open and the house becomes a derelict, and mobs will begin to spawn in and around it. At this point, restoring the house will cost some money, and also require the player kill everything in sight.

After three months, the house begins to crumble. Mobs spawn more frequently, amenities added to the house are destroyed (crafting workshops, teleporting stations, etc.). Cost to restore the house will be equal to the costs of building it in the first place, and any amenities must be purchased again.

At six months, the house crumbles completely. When houses crumble, any unbound items stored within can be found in the rubble and looted (this includes money). The rubble itself can also be looted for building materials to be recycled in other projects.

Bound items will be able to be recovered, but not equipped. They can be sold to vendors or broken down for use in crafting.


Tombs (required for reincarnation) are technically built on land a player owns. if the player does not maintain their land, the tomb becomes permanently sealed, and the funerary temple crumbles. The area around the tomb will become crawling with undead. If the area is still left to ruin for over a year and it was a particularly lavish tomb, it may become a mini-dungeon with the player's corpse acting as the end-boss.

Player Cities

A series of "player cities" will be built, that is cities that have no real planning and are basically made up of a lot of purchasable land. No roads, no bridges, just open area for the players to build on. Transport to and from the city will rely on players building publicly accessible portals.

Large guilds may choose to buy up and build entire cities for themselves, or resell plots of land to other players. A large, powerful guild might even be able to plan its own city. The plan, design, decoration, etc. of the buildings, of course, depends on the players; but nobody should introduce incompatible styles, just to annoy each-other. Anything else goes: towers, cottages, manors, Roman villas, Iroquois long-houses, hobbit-holes, tree-houses, floating castles in the air;–– you name it.

Players rich enough will be able to build massive multi-room structures and proceed to rent them out to other players. Yes, only in this sword and sorcery fantasy game can you become an apartment building manager or an urban planner.


Players can buy various amenities for their houses, including additional storage, crafting workshops, and mount stables.

See Also

Mage Wars RPG