<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Resets, repops and quests --> <!--X-From-R13: nyrkbNovtsbbg.pbz (Oyrk Aera) --> <!--X-Date: from stimpy.globecomm.net [207.51.48.4] by in3.ibm.net id 865170928.157960-1 Sun Jun 1 13:15:28 1997 CUT --> <!--X-Message-Id: 33975da1.623780168@neptune --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.LNX.3.96.970528171450.262M-100000#mpc,dyn.ml.org --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Resets, repops and quests</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:alexo#bigfoot,com"> </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="msg01013.html">Previous</a> | <a href="msg01014.html">Next</a> ] Thread: [ <a href="msg00895.html">Previous</a> | <a href="msg00943.html">Next</a> ] Index: [ <A HREF="author.html#01012">Author</A> | <A HREF="#01012">Date</A> | <A HREF="thread.html#01012">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Resets, repops and quests</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: [MUD-Dev] Resets, repops and quests</LI> <LI><em>From</em>: <A HREF="mailto:alexo#bigfoot,com">alexo#bigfoot,com</A> (Alex Oren)</LI> <LI><em>Date</em>: Sun, 01 Jun 1997 13:14:43 GMT</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> [Matt:] } [Chris G:] } > [Alex O:] } > } > :Hello guys. } > } > Welcome back! :-) } } <g> Indeedy. A warm welcome always makes me feel good. Regretfully, I'll stay on a lurker status since my time management is piss-poor... I'll try to provide some stimulating thoughts once in a while though. } > :Have been a bit busy a bit lately and didn't follow the discussions. } > :I'm now under a curse compelling me to catch up with the list (~800 messages } > :worth of backlog... <gulp!>). Still ~800. They come faster than I read them... OK, back to the question: } > :The question that was left unanswered is: How can a mud have a working quest } > :system without some kind of resets? My concern is not the mechanics of the resets but the fact that areas/quests do reset at all. It seems that I should avoid any kind of resets if I want world consistency and continuity, but that seems to rule out "repeatable" quests. Someone (Nathan, I think) suggested the use of separate timelines. While this is a good and interesting idea, it does not agree with the kind of setting I have in mind. And: [Jeff:] } >This may seem terribly naive, but couldn't you just associate the status } >of the quest with the character instead of the mud? That is, the bit } >flags are in the player structure. } } DSO does this... the unfortunate effect here is that you have players in } "parallel worlds"... Many peopel in their own story line have completed the } same set of actiosn with the same world result. } } On a global level, it makes no sense and thus is injurious to roleplay and } encourages an individual-focus to the game which doesn't do much to help } socail interraction. I agree. It creates more problem than it solves. [ChrisG:] } [Alex O:] } } :I can think of several quests that seem to be immune to most scenarios: } :* Guild initiation rites. } :* Teleporting a player into an extra-dimentional dungeon. } :Etcetera. } } Those are good. It's more work, but how about something more like the } traditional storytelling quest - find something? If your world is large } and generated, you can pick somewhere out in the boonies and plant some } special object. Then, you have to plant rumors, hints, etc. all over the } place, so that players have some clue as to where to go. This is similar to what I had in mind. Although in the case of Guild Initiation, instructions from a guildmember NPC will be given instead of rumors. } With enough } generated stuff, you might even be able to generate entire towns and } populations, for which the special object is part of the folklore. The } same could be done for a special bad monster. This sort of thing could } be done indefinitely. Throw in differing local populations, vastly } different terrain, perhaps some rivers or lakes to cross, etc. So, the idea is to have a Random Quest Generator, right? Hmmm... I don't think that generating whole background (towns, populations) for the sake of each quest is a good idea. It will lead to object inflation. } The } quests would be boring for those who had been involved in lots of them, } but they would keep the new players happy. A more experienced player } could take on the challenge of being the one to solve it, rather than } one of the many who *tried* to solve it. Yep. [ChrisG:] }[Raz:] }:This sort of thing makes for nicely atmospheric quests, which are }:satisfying to complete, *but*, immensely frustrating to *know* you're in }:the right place, but someone beat you to the prize. } } True enough. That suggests that it would be proper to start propagating } rumours, etc. of the completion of the quest, both to give fame to whoever } did it, and to warn off other attempters as soon as possible. To me, it } would be kind of kewl to arrive just after the quest had been done, and } see the afteraffects of it. Frustrating, yes, but then you just have to } try harder on the next one! Yep!!! Combined with the rumor propagation/decay ideas (discussed in other threads) it has great potential. Have fun, Alex. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00895" HREF="msg00895.html">Re: [MUD-Dev] Resets, repops and quests</A></STRONG> <UL><LI><EM>From:</EM> Matt Chatterley <root#mpc,dyn.ml.org></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01013.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01014.html">Reasonable danger [was Alright... IF your gonan do DESIESE...]</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00895.html">Re: [MUD-Dev] Resets, repops and quests</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00943.html">Re: [MUD-Dev] Resets, repops and quests</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01012"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01012"><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] Levels and Goals [was Alright..IF your gonan do</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="01158" HREF="msg01158.html">Re: [MUD-Dev] Levels and Goals [was Alright..IF your gonan do</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 06 Jan 1970, 07:51 GMT </LI> </ul> <LI><strong><A NAME="01183" HREF="msg01183.html">Re: [MUD-Dev] Levels and Goals [was Alright..IF your gonan do</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 05 Jun 1997, 12:28 GMT </LI> </ul> </LI> <LI><strong><A NAME="00894" HREF="msg00894.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 28 May 1997, 21:47 GMT <UL> <LI><strong><A NAME="00895" HREF="msg00895.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 28 May 1997, 23:19 GMT <UL> <LI><strong><A NAME="01012" HREF="msg01012.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Sun 01 Jun 1997, 20:15 GMT </LI> </UL> </LI> <LI><strong><A NAME="00943" HREF="msg00943.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Fri 30 May 1997, 07:26 GMT </LI> <LI><strong><A NAME="00945" HREF="msg00945.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Fri 30 May 1997, 08:55 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00920" HREF="msg00920.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 May 1997, 12:54 GMT <UL> <LI><strong><A NAME="00942" HREF="msg00942.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Fri 30 May 1997, 07:09 GMT </LI> </UL> </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>