1997Q2/
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<H1>Re: [MUD-Dev] Re: Administrative notes</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: Administrative notes</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 13 May 1997 00:41:58 -0400</LI>
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<PRE>
&gt; From: Todd Lair &lt;tlair#mailzone,com&gt;
&gt; [On 05/11/97 Jamie Norrish &lt;jamie#sans,vuw.ac.nz&gt; said]
&gt; 
&gt; &gt;&gt; Risk is crucial for a good game because you can't really have
&gt; &gt;&gt; players getting reward for typing in ten commands correctly.
&gt; 
&gt; &gt;This is something that has always boggled me when people start trying to
&gt; &gt;convert their combat oriented games to a more "role-playing" focused one.
&gt; &gt;Why is there still this concern about levels, and advancement, and so
&gt; &gt;forth? If there are any rewards for
&gt; &gt;role-playing/not killing things, they should only indirectly be related
&gt; &gt;to any system mechanics. Becoming the recognised leader of a group
&gt; &gt;shouldn't have any mechanics effects *whatsoever* - it's just that other
&gt; &gt;characters recognise her as a leader and do what she says.
&gt; 
&gt; &gt;It is folly, in my view, to try and keep the idea of advancement based on
&gt; &gt;mechanical risk when introducing non-mechanical tasks. Let those who
&gt; &gt;fight get better at fighting, and those who heal better at healing, and
&gt; &gt;leave it at that.
&gt; 
&gt; The only thing I'm using level for is a measure of time between skill
&gt; betterment.  That is it.  I need some means to measure the amount of time
&gt; a player uses his skills out in the field which indicates when he is ready
&gt; for further training.  Out of personal preference, I really don't want to
&gt; simply increase skills from their use.   I think it's a bit unrealistic.
&gt; 
I agree whole heartedly with the concept of levels as a measurement tool
even in a fully role-playing environment.  I use levels in the same way you
seem to indicate.  I also use experience points as the measuring tool between 
levels.  Levels may indicate little or nothing about combat effectiveness.  
A 1st level character has the ability to kill a 100th level character in one blow.  
Levels are simply the point in at which further character development takes 
place.  It is also certainly possible that a character skills and statistics can 
decrease when a level is reached due to old age or other deterioration of
abilities.

JL


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<li><strong><A NAME="00485" HREF="msg00485.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Administrative notes</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00399" HREF="msg00399.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, 20:53 GMT
<UL>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Tue 20 May 1997, 07:29 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00420" HREF="msg00420.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 13 May 1997, 11:10 GMT
<UL>
<LI><strong><A NAME="00427" HREF="msg00427.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, 15:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00421" HREF="msg00421.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 13 May 1997, 11:39 GMT
<UL>
<LI><strong><A NAME="00485" HREF="msg00485.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 16 May 1997, 01:07 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00439" HREF="msg00439.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 14 May 1997, 02:39 GMT
</LI>
<LI><strong><A NAME="00449" HREF="msg00449.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 14 May 1997, 09:49 GMT
<UL>
<LI><strong><A NAME="00463" HREF="msg00463.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Wed 14 May 1997, 22:43 GMT
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</UL>
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</UL></BLOCKQUOTE>

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