1997Q2/
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<H1>[MUD-Dev] Re: Administrative notes</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Administrative notes</LI>
<LI><em>From</em>: Jamie Norrish &lt;<A HREF="mailto:jamie#sans,vuw.ac.nz">jamie#sans,vuw.ac.nz</A>&gt;</LI>
<LI><em>Date</em>: Mon, 12 May 1997 12:50:14 +1200 (NZST)</LI>
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<PRE>
Todd Lair writes:

&gt; Risk is crucial for a good game because you can't really have
&gt; players getting reward for typing in ten commands correctly.

This is something that has always boggled me when people start trying
to convert their combat oriented games to a more "role-playing"
focused one. Why is there still this concern about levels, and
advancement, and so forth? If there are any rewards for
role-playing/not killing things, they should only indirectly be
related to any system mechanics. Becoming the recognised leader of a
group shouldn't have any mechanics effects *whatsoever* - it's just
that other characters recognise her as a leader and do what she says.

It is folly, in my view, to try and keep the idea of advancement based
on mechanical risk when introducing non-mechanical tasks. Let those
who fight get better at fighting, and those who heal better at
healing, and leave it at that.

Jamie

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<li><strong><A NAME="00471" HREF="msg00471.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> tlair#mailzone,com (Todd Lair)</li></ul>
<li><strong><A NAME="00396" HREF="msg00396.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;nightfall#user1,inficad.com&gt;</li></ul>
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<LI><STRONG><A NAME="00372" HREF="msg00372.html">[MUD-Dev] Re: Administrative notes</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00384" HREF="msg00384.html">Re: [MUD-Dev] Re: Administrative notes</A></STRONG>
<UL><LI><EM>From:</EM> tlair#mailzone,com (Todd Lair)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00338" HREF="msg00338.html">Administrative notes</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 09 May 1997, 09:23 GMT
<UL>
<LI><strong><A NAME="00349" HREF="msg00349.html">Re: [MUD-Dev]  Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Sat 10 May 1997, 02:13 GMT
<UL>
<LI><strong><A NAME="00372" HREF="msg00372.html">[MUD-Dev] Re: Administrative notes</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 11 May 1997, 17:24 GMT
<UL>
<LI><strong><A NAME="00384" HREF="msg00384.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Mon 12 May 1997, 06:50 GMT
<UL>
<LI><strong><A NAME="00385" HREF="msg00385.html">[MUD-Dev] Re: Administrative notes</A></strong>, 
Jamie Norrish <a href="mailto:jamie#sans,vuw.ac.nz">jamie#sans,vuw.ac.nz</a>, Mon 12 May 1997, 07:45 GMT
<UL>
<LI><strong><A NAME="00396" HREF="msg00396.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 12 May 1997, 20:27 GMT
</LI>
<LI><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Tue 13 May 1997, 01:55 GMT
<UL>
<LI><strong><A NAME="00426" HREF="msg00426.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Tue 13 May 1997, 15:14 GMT
</LI>
<LI><strong><A NAME="00443" HREF="msg00443.html">[MUD-Dev] Re: Levels (was: Administrative notes)</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 14 May 1997, 04:58 GMT
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