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<H1>Re: [MUD-Dev]  Levels and XP</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>: Re: [MUD-Dev]  Levels and XP</LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Sat, 28 Jun 1997 10:53:12 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:caffeine#unreal,org">caffeine#unreal,org</A></LI>
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<PRE>
On Fri, 27 Jun 1997, Huibai wrote:

&gt; : Martin Keegan spake:
&gt; : Moreoever, the muds with N classes/races (where N is large)
&gt; : tend to have very bland systems, where class/race is just a
&gt; : stat modifier instead of permeating one's existence within the mud.
&gt; 
&gt; I have decided that 7 races each with 3 classes is plenty (though
&gt; 3 of the races have 2 classes only).  Anything more, and I would
&gt; run completely out of _good_ ideas on what their distinctions are.

Yeah. The other issue of course is player volume. If you have 20 players
on at a time, and 20 races, you'll (if the world were perfect) one player
in each race on at once.

If racial hostilities and such are encouraged, thats not going to be much
fun for anyone. :)

Making races fundamentally different is hard, making them subtly different
is easy (resistances, responses to temperature, healing rates, etc..
little game tweaks). Building in quirks, and adjusting themes to allow
them, and so forth.. is much, much more challenging.

Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)


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<LI><STRONG><A NAME="01563" HREF="msg01563.html">Re: [MUD-Dev]  Levels and XP</A></STRONG>
<UL><LI><EM>From:</EM> "Huibai" &lt;ashen#pixi,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01612" HREF="msg01612.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 04:06 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="01620" HREF="msg01620.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 01 Jul 1997, 06:52 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01563" HREF="msg01563.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Sat 28 Jun 1997, 10:28 GMT
<UL>
<LI><strong><A NAME="01567" HREF="msg01567.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 28 Jun 1997, 11:43 GMT
</LI>
<LI><strong><A NAME="01574" HREF="msg01574.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 28 Jun 1997, 16:53 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01559" HREF="msg01559.html">Neighborhood watch</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 28 Jun 1997, 00:00 GMT
<UL>
<LI><strong><A NAME="01588" HREF="msg01588.html">Re: [MUD-Dev]  Neighborhood watch</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 30 Jun 1997, 05:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01550" HREF="msg01550.html">try it out!</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 27 Jun 1997, 13:04 GMT
<LI><strong><A NAME="01544" HREF="msg01544.html">[MUD-Dev] Mob AI</A></strong>, 
Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Fri 27 Jun 1997, 04:42 GMT
</LI>
</UL></BLOCKQUOTE>

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