<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development) --> <!--X-From-R13: pbqreNvoz.arg --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by mx5.ibm.net id 862367972.30306-1 Wed Apr 30 02:39:32 1997 --> <!--X-Message-Id: 199704300245.CAA116176#out2,ibm.net --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging,</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:coder#ibm,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00297.html">Previous</a> | <a href="msg00299.html">Next</a> ] Thread: [ <a href="msg00302.html">Previous</a> | <a href="msg00294.html">Next</a> ] Index: [ <A HREF="author.html#00298">Author</A> | <A HREF="#00298">Date</A> | <A HREF="thread.html#00298">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</LI> <LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI> <LI><em>Date</em>: Tue, 29 Apr 97 19:42:19 -0700</LI> <LI><em>Reply-to</em>: Chris Lawrence (Contra) <<A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> I can't say I like the idea, but its worth noting: From: Uae <rendall#javanet,com> Newsgroups: rec.games.mud.misc Subject: Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development) Date: Fri, 25 Apr 1997 21:35:36 -0400 Here are some thoughts I have on the subject: DEATH: I would love to see a MUD where those killed have to be rescued from the afterworld by some other character (maybe one of the class Necromancer). The dead may have to pay through the nose or have to promise to fulfill a quest to be brought back to the living. Perhaps the Necromancer gets some benefit from taking stat points or skill points from others. When I code my own lib :) I'll experiment with this. BIRTH: Ideas of birth are entwined with character generation. One day, as I pondered MUDs, an idea formed, fully developed: When a new character is generated, it is assigned a certain number of "chronons" which roughly represent the number of hours (or other suitable unit of time) the character has until death by old age. This number is hidden from the player. To generate statistics, the player spends these chronons, as many or as few as he or she would like, on a desired skill. This represents the number of hours in life that the character has spent learning this skill (for example, in generating my character, I decide that swimming, assuming it is allowable in the MUD, is a good skill. I spend 1000 chronons on "swimming"). These chronons are subtracted from my original amount. In exchange, this skill confers certain benefits to my character: additions in strength, overall health, the ability to cross water, etc. I continue spending chronons in this way on various skills until I have the desired characteristics. When I begin playing, my character is now a certain age. If I've spent few chronons, I may be adolescent or a child (or even an infant!). If I've spent many chronons, I may be old. Perhaps too old to adventure. TIME: As the character plays, chronons are continually subtracted. Whether or how they are subtracted when the character is not being played is up to the admin. Various tasks take chronons, too. Reading that Tome of Vengeance? 3 chronons. Digging for the Lost Artifact of Uraguay? 7 chronons. Memorizing the spell "Kill Bolt"? 2 chronons. Eating? 1 chronon. IMPRISONMENT: Using this system, imprisonment is simply a matter of subtracting the requisite chronons from the character's total and letting her go. Alternately, some of the skill points of the character might also be subtracted (If she hasn't swung a sword in 5 years, maybe my skills are rusty). The designer of the prison may want to offer this as an option only, giving the player the chance to figure out if there is an escape. AGING: The player is always aware of the character's age. This can also have physiological effects. Adolescents may have a strength penalty but have a learning benefit. The elderly character, assuming that age is linked to infirmity, may have a strength penalty but have a charisma or wisdom benefit. DEATH (again): When a character runs out of chronons, that's it! Death is permanent. Maybe there are magic items or quests which can add chronons in life, but Fate snips the thread at CHRONON = 0. I hope these ideas have been stimulating and if you decide to use them or modify them, feel free. I would love to see these in effect. As I said, someday I hope to actually code them myself. Peace. Uae. -- J C Lawrence Internet: coder#ibm,net ---------------(*) Internet: clawrenc#cup,hp.com ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... -- J C Lawrence Internet: claw#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00297.html">Re: [MUD-Dev] Re: Combat</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00299.html">Re: [MUD-Dev] Re: Combat</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00302.html">parsing</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00294.html">Re: [MUD-Dev] Re: Combat</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00298"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00298"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re: Multi-threaded mudding (was a flamefest)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00320" HREF="msg00320.html">Re: [MUD-Dev] Re: Multi-threaded mudding (was a flamefest)</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 04 May 1997, 11:30 GMT </LI> <LI><strong><A NAME="00339" HREF="msg00339.html">Re: [MUD-Dev] Re: Multi-threaded mudding (was a flamefest)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 09 May 1997, 11:11 GMT </LI> </ul> </LI> <LI><strong><A NAME="00303" HREF="msg00303.html">Re: Multi-threaded mudding (was a flamefest)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 02 May 1997, 03:35 GMT <LI><strong><A NAME="00302" HREF="msg00302.html">parsing</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 01 May 1997, 12:56 GMT <LI><strong><A NAME="00298" HREF="msg00298.html">Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 30 Apr 1997, 09:39 GMT <LI><strong><A NAME="00294" HREF="msg00294.html">Re: [MUD-Dev] Re: Combat</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 30 Apr 1997, 02:19 GMT <LI><strong><A NAME="00283" HREF="msg00283.html">Re: [MUD-Dev] Re: Combat</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:49 GMT <LI><strong><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev] Magnetic Scrolls' magical parser</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:43 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00301" HREF="msg00301.html">Re: [MUD-Dev] Magnetic Scrolls' magical parser</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 30 Apr 1997, 13:02 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>