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<H1>Re: [MUD-Dev]  Character evolution</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]  Character evolution</LI>
<LI><em>From</em>: Richard Woolcock &lt;<A HREF="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 17 Aug 1997 18:52:30 -0700</LI>
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<PRE>
Caliban Tiresias Darklock wrote:
&gt; [snip]
&gt; You know, I had a DM once kill off an entire party in an adventure
&gt; because he said up front 'if you don't say it, you don't do it'... and
&gt; then about thirty minutes into the adventure, he had us all pass out and
&gt; get eaten by a passing creature because we forgot to breathe. The same
&gt; DM had on previous occasions had a 'constipation table' on which he
&gt; would roll daily, to determine the state of your digestive system. He
&gt; found the whole thing vastly amusing, particularly when members of the
&gt; party would come down with terrible diarrhea.

Depending on what you eat, this could actually be quite valid.

&gt; In other words, this level of detail in a game really rubs me the wrong
&gt; way, as I have had very BAD experiences with it. I can just see it
&gt; now...
&gt; 
&gt; King's Throne Room
&gt; You are in the king's throne room.
&gt; 
&gt; King Nelgar says 'What hast thou come to ask of me?'
&gt; You have to pee.
&gt; &gt;hold it
&gt; You hold it.[snip]

That really made me laugh ;)  I understand your point, but you would
have quite a lot of warning before it got that bad...And lets not
forget the other advantages of this system...

&gt; Diagnose khangKhang has a deep wound in his chest.
Khang says 'Do you have anything to stop the infection?'.
&gt; look in packYour medical pack contains some bandages and a needle with twine.
&gt; say No, sorryYou say 'No, sorry'
Khang says 'If the wound becomes infected, I will die...'
&gt; say Okay, there is ONE thing I can do...You say 'Okay, there is ONE thing I can do...'
&gt; pee khang

Not very pleasent, but it would work - and if you have infections
in your mud its only fair that players should be able to utilise
every possible 'facility' at their disposal.

Although I agree there should be limits to how far the realism
goes.  For example, I can't see any advantage in the following:

Your eyes start to sting.
&gt; close eyesYou close your eyes.
&gt; open eyesYou open your eyes.

Your eyes start to sting.
Your eyes are REALLY starting to sting.
&gt; close eyesYou close your eyes.
&gt; open eyesYou open your eyes.

However you could add the occasional things, such as 'itches'
which have to be scratched, a running nose (if you have a cold)
which would have to be wiped, coughs (automatic, although you 
could try not to), etc.  This would make minor illnesses like
a common cold damn annoying, without actually giving you any
penalties.

KaVir.

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<li><strong><A NAME="00646" HREF="msg00646.html">Re: [MUD-Dev]  Character evolution</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
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<LI><STRONG><A NAME="00632" HREF="msg00632.html">Re: [MUD-Dev]  Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00637" HREF="msg00637.html">Re: [MUD-Dev]  Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> caliban#darklock,com (Caliban Tiresias Darklock)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00664" HREF="msg00664.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 19 Aug 1997, 01:30 GMT
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<LI><strong><A NAME="00632" HREF="msg00632.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 17 Aug 1997, 09:40 GMT
<UL>
<LI><strong><A NAME="00637" HREF="msg00637.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 17 Aug 1997, 15:09 GMT
<UL>
<LI><strong><A NAME="00638" HREF="msg00638.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 17 Aug 1997, 15:42 GMT
</LI>
<LI><strong><A NAME="00642" HREF="msg00642.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 17 Aug 1997, 17:47 GMT
<UL>
<LI><strong><A NAME="00646" HREF="msg00646.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 17 Aug 1997, 19:43 GMT
</LI>
</UL>
</LI>
</UL>
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</UL>
</LI>
<LI><strong><A NAME="00649" HREF="msg00649.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 18 Aug 1997, 01:02 GMT
<UL>
<LI><strong><A NAME="00655" HREF="msg00655.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 18 Aug 1997, 17:00 GMT
<UL>
<LI><strong><A NAME="00666" HREF="msg00666.html">Re: [MUD-Dev]  Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 19 Aug 1997, 02:59 GMT
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