<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Affecting the world --> <!--X-From-R13: @nguna Kbfcr <lbfcrNunjnvv.rqh> --> <!--X-Date: Wed, 17 Sep 1997 21:22:19 +0000 --> <!--X-Message-Id: Pine.GSO.3.95q.970917105129.21558A-100000@uhunix2 --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.LNX.3.96.970917170829.141F-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] Affecting the world</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:yospe#hawaii,edu"> </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="msg01244.html">Previous</a> | <a href="msg01246.html">Next</a> ] Thread: [ <a href="msg01235.html">Previous</a> | <a href="msg01246.html">Next</a> ] Index: [ <A HREF="author.html#01245">Author</A> | <A HREF="#01245">Date</A> | <A HREF="thread.html#01245">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Affecting the world</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] Affecting the world</LI> <LI><em>From</em>: Nathan Yospe <<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>></LI> <LI><em>Date</em>: Wed, 17 Sep 1997 11:21:10 -1000</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Tue, 16 Sep 1997, Matt Chatterley wrote: :On Wed, 17 Sep 1997, Jon A. Lambert wrote: :> Might I call them 'solo-hack-n-slash' muds? :Since I would depict this as 'one type' of game, I have no objection. This :is also quite a good term as it is simple, and fully self explanatory. We've been dealing with four elements lately: group dynamics, methods of play/advancement toward goals, social dynamics, and world dynamics. As far as I can tell, S/HnS is zero GD, combat-oriented goals, unspecified SD, and generally minimal WD. :> > Or where players are 'subtly' thrown together to cooperate against the :> > environment. :> Yep. Being subtle is a key element. Player's should be given the :> opportunity of discovering these subtle mechanics. Once the :> subtleties are known and repeatably exercised dynamics may change. So make them impossible to determine short of an effort similar to that of a RL physicist? :Yup. Subtlety is very important (even if I can't spell it). I suspect :players would complain if there were a written stipulation that they play :in teams of certain numbers - whereas if the game nudges them into doing :so, very few will harbour such a grumble. True. :> Direct group mechanics. Your adventuring party would fall within :> this category, as well as haggling, bartering, trading, socializing :> at the individual level. :Yup. Something along the lines of 'shared and unshared skills and :abilities' too? How about things like accidental trapping of another player in your bear trap? :> Indirect group mechanics. Economy, ecology, politics. :Eg, things with globally reaching influence, both social and actual? Engineering a plague. :> A simple but odd example: :> 1) Players kill all the cats in Ithaca or King Bubba decrees all cats :> are illegal. :> 2) Rat population increases. :> 3) Grain storage decreases. :> 4) Disease chance increases. :> 5) Bread prices inflate. :> 6) Population begins to decline. :> 7) Boffo makes a killing importing dogs from Troy. :> 8) The alchemist Al finds en excellent source of income in selling :> poisons. :> 9) Bob starts a grain import business. :> 10) Perhaps at some threshold the peasants revolt and depose King :> Bubba or attempt to lynch the offending players. :> 11) Bob goes bankrupt. :> 12) Boffo now imports cats as well. :> 13) Bread prices deflate. :> 14) Al has stumbled onto something a bit more deadly... :> ... :Woah. :) I like this. A lot. :[Snip] :> Part of the problem with the solo-hack-n-slash mud is the ability for :> characters to become jack-of-all-trades. There are a few likely :> causes. Skill advancement is too fast and there are so few really :> used/useful skills available that it's easily possible to build the :> perfect character in short order through min/maxing, remorting, etc. :Definitely! I intend for PCs to only be able to become proficient in :chains of things which make 'sense' together (by implementing something :along the lines of skill decay, in part). My skill webs are of this sort. Decay, but even more important, relational maintainance of skills. If a set of related skills support each other, the tendancy is toward maintaining one or two major sets of skills. :> You mention the amassing of player armies. The cost and logistics in :> labor and resources would be vast. The effects of this on local :> economies can be both explosive and devastating, even excluding the :> effects of actual warfare (the old guns or butter issues). Then :> there's those elusive things called morale, training, and readiness :> which might make it all for naught. :Absolutely. This will probably work over long periods of time (both real :and virtual), and from a small point up. If you have the money to finance :a large or modest army from scratch, good for you - if you can't, you need :to work up from something smaller. For instance, Robin Hood's merry men, :or a band of thugs (synonymous with each other, based on your :perspective). Not to mention the results of armies looting as they move for food, or to screw the enemy... in fantasy, this becomes a major issue. (In sci-fi, it does as well, but in other ways.) :> > There will probably be some means for entering the 'higher up' positions :> > in guilds (since the guild will only be a small group to start with). :> > Pondering this in more detail at the moment. :) :> I was thinking along the lines of traditional medieval occupational :> guilds and other organizations like schools, universities, political :> and religious institutions, in addition to player implemented :> societies. Some might be already in-place thematic constructs and :> while others might be primarily social player constructs. :Could be interesting. Think along the line of the guilds in Pratchett's :Discworld books. ;) Flautist playing without a licence walks with a stiff gait? (I feel sorry for the tuba player. Not to mention the drummer.) I'd like to see someone set up a seamstresses' guild. Mrs. Palm in a mud? -- "You? We can't take you," said the Dean, glaring at the Librarian. "You don't know a thing about guerilla warfare." - Reaper Man, Nathan F. Yospe Registered Looney by Terry Pratchett yospe#hawaii,edu <A HREF="http://www2.hawaii.edu/~yospe">http://www2.hawaii.edu/~yospe</A> Meow </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01336" HREF="msg01336.html">Re: [MUD-Dev] Affecting the world</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> <li><strong><A NAME="01246" HREF="msg01246.html">Re: [MUD-Dev] Affecting the world</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <root#mpc,dyn.ml.org></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01235" HREF="msg01235.html">Re: [MUD-Dev] Affecting the world</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="msg01244.html">Re: [MUD-Dev] Something complete different</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01246.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01235.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01246.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01245"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01245"><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] Affecting the world</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01225" HREF="msg01225.html">Re: [MUD-Dev] Affecting the world</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 16 Sep 1997, 14:45 GMT <LI><strong><A NAME="01226" HREF="msg01226.html">Re: [MUD-Dev] Affecting the world</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 16 Sep 1997, 16:14 GMT <LI><strong><A NAME="01231" HREF="msg01231.html">Re: [MUD-Dev] Affecting the world</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 17 Sep 1997, 05:25 GMT <LI><strong><A NAME="01235" HREF="msg01235.html">Re: [MUD-Dev] Affecting the world</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 17 Sep 1997, 16:20 GMT <LI><strong><A NAME="01245" HREF="msg01245.html">Re: [MUD-Dev] Affecting the world</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 17 Sep 1997, 21:22 GMT <LI><strong><A NAME="01246" HREF="msg01246.html">Re: [MUD-Dev] Affecting the world</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 17 Sep 1997, 22:00 GMT </LI> <LI><strong><A NAME="01336" HREF="msg01336.html">Re: [MUD-Dev] Affecting the world</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 21 Sep 1997, 07:49 GMT <LI><strong><A NAME="01374" HREF="msg01374.html">Re: [MUD-Dev] Affecting the world</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Mon 22 Sep 1997, 23:26 GMT </LI> <LI><strong><A NAME="01401" HREF="msg01401.html">Re: [MUD-Dev] Affecting the world</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 24 Sep 1997, 00:04 GMT </LI> </LI> </LI> </LI> </LI> </LI> </LI> </ul> </ul> </ul> </ul> </ul> </ul> </ul> </ul> </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>