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<H1>Re: [MUD-Dev] Life</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] Life</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Tue, 01 Jul 97 17:49:34 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;Pine.GSO.3.96.970626181112.29959I-100000@tay&gt;, on 06/26/97 
   at 03:35 PM, Martin Keegan &lt;martin#cam,sri.com&gt; said:

&gt;On Tue, 24 Jun 1997 clawrenc#cup,hp.com wrote:

&gt;&gt; &gt;On Wed, 18 Jun 1997 clawrenc#cup,hp.com wrote:
&gt;&gt; 
&gt;&gt; &gt;&gt;   Bubba of house X got special object Y.
&gt;&gt; &gt;&gt; 
&gt;&gt; &gt;&gt;   Therefore it is reasonable for Boffo of house X to later have 
&gt;&gt; &gt;&gt;     Y despite being a newbie.
&gt;&gt; &gt;&gt; 
&gt;&gt; &gt;&gt; How about abilities gamed by players?  Did they cross reflect to other
&gt;&gt; &gt;&gt; members of the house?  I can also see this forming the basis of more
&gt;&gt; &gt;&gt; interesting clan and political battles.  

&gt;No - the abilities don't pass round to other players. All the players
&gt;in a house are separate entities, but they can share the benefits of
&gt;their house. Most of them tend to be the same human anyway. A house
&gt;is like a family.

Bubba Jones learns how to tie gordian knots.  Is it not reasonable
that Boffo Jones might have s horter learning curve at tieing gordian
knots, if not know it automatically (as taught by Bubba)?

&gt;&gt; &gt;YES! The clan stuff gets interesting. Running more than one house
&gt;&gt; &gt;will be disallowed, but if a house takes a newbie under its wing, and
&gt;&gt; &gt;the newbie starts to grow strong, he may eventually take over the
&gt;&gt; &gt;house when its original player leaves.
&gt;&gt; 
&gt;&gt; I can also see a lot of interest value if you allow houses to recruit
&gt;&gt; other players to be members of their house.  You then, by extension,
&gt;&gt; almost get the concept of a house as clan, with player characters as
&gt;&gt; actively sought after and even contested resource for houses.

&gt;During the Eclipse discussions, this idea grew rapidly from a fun
&gt;thought experiment to a raging monster that had to be tamed to
&gt;prevent it from permeating every aspect of the game.

What *sort* of monster?  Lets have some details here...  I have a
suspicion that some would like that raging (and others flee like
curdled lemmings before the Great God GooGoo's flatulence).

&gt;&gt; This also opens the interesting spectre of a player character being a
&gt;&gt; member of two houses, or even an honourary member of non-primary

&gt;The motivation for it was to deal with multi-charring, longevity and
&gt;advancement. Once you have non-primary membership of other houses, it
&gt;gets interesting.

Which was my thought.  You have just added implicit politics.  (Mix in
a Rank points system usch as I recently described and it could get
*really* interesting.)

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] "short" Introductory Message (fwd)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00158" HREF="msg00158.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Thu 17 Jul 1997, 07:05 GMT
<UL>
<LI><strong><A NAME="00174" HREF="msg00174.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 18 Jul 1997, 07:56 GMT
<UL>
<LI><strong><A NAME="00372" HREF="msg00372.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Mon 04 Aug 1997, 18:32 GMT
<UL>
<LI><strong><A NAME="00495" HREF="msg00495.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 19:55 GMT
</LI>
</UL>
</LI>
</UL>
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</UL>
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</LI>
<LI><strong><A NAME="00022" HREF="msg00022.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:54 GMT
<LI><strong><A NAME="00021" HREF="msg00021.html">Re: [MUD-Dev] Mob AI</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:50 GMT
<LI><strong><A NAME="00020" HREF="msg00020.html">Re: [MUD-Dev]  Hardcore server design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:36 GMT
<LI><strong><A NAME="00018" HREF="msg00018.html">Re: [MUD-Dev] common server design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 04:19 GMT
<UL>
<LI><strong><A NAME="00080" HREF="msg00080.html">Re: [MUD-Dev] common server design</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 06 Jul 1997, 00:59 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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