1997Q3/
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<H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</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] Level abstractions - Realism vs Game Issues</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Thu, 03 Jul 97 16:02:39 -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;<A HREF="msg00061.html">Pine.LNX.3.96.970703092211.273D-100000#mpc,dyn.ml.org</A>&gt;, on
07/03/97 
   at 01:36 AM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said:

&gt;On Wed, 2 Jul 1997 clawrenc#cup,hp.com wrote:
&gt;&gt;    at 08:43 AM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said:
&gt;&gt; &gt;On Sun, 29 Jun 1997, Jon A. Lambert wrote:

&gt;&gt; As mentioned earlier I'm attempting to implement a general underlieing
&gt;&gt; rule in the game world:
&gt;&gt; 
&gt;&gt;   Causing any effect within the game increases your own liability 
&gt;&gt;   to have that same effect created on you.  

&gt;Thats really, really, really evil. :)

Thanks.

&gt;&gt; The biggie here for magic is: cast a lot of fireballs on others, and
&gt;&gt; you become increasingly subject to being hit by fireballs.  Cast a lot
&gt;&gt; of magical protection, and your own magical protections work better. 
&gt;&gt; Etc.  This will of course be unstated.  Mostly I've been thinking
&gt;&gt; about doing this by manipulating probability fields, but I'd really
&gt;&gt; like to make it a direct tie-in.

&gt;You could do it more as generalisations (ie, split magic into strands
&gt;such as elements, and have using one strand increase your liability
&gt;to spells in that strand), to make it a little subtler than being
&gt;"directly" tied to each spell - but I do have a vaguely similar rule
&gt;in mind, more a generalisation of the above.

I have some general ideas in this area, (I think I posted on them
earlier).  The basics are making magi, energy, and everything else
more or less abide by the standard conservation of energy etc laws,
and the concept of anti-/non-anti quantums for each energy type.  The
old four elements don't actuall feature in here, my "energy types"
include such as life, force, mass, magic, etc.

&gt;Magic (as a power) is very much like I inisist it to be as a literary
&gt;tool - double edged. It can be a very powerful ally, but it can also
&gt;be extremely dangerous, like a hand-grenade you've just pulled the
&gt;pin from. If you have trouble throwing it, you've got a problem.

Yup.  see prior postings.  I'm looking at makcing the entire world
ambiguous in this manner.

-- 
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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<li><strong><A NAME="00079" HREF="msg00079.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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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>
<LI><strong><A NAME="00062" HREF="msg00062.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>, Thu 03 Jul 1997, 15:40 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00048" HREF="msg00048.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 02:55 GMT
</LI>
<LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 07:09 GMT
<UL>
<LI><strong><A NAME="00061" HREF="msg00061.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>, Thu 03 Jul 1997, 15:24 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 04 Jul 1997, 06:08 GMT
<UL>
<LI><strong><A NAME="00079" HREF="msg00079.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>, Sat 05 Jul 1997, 04:31 GMT
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 08 Jul 1997, 00:49 GMT
</LI>
</UL>
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</UL>
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</UL>
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</UL>
</LI>
<LI><strong><A NAME="00056" HREF="msg00056.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 07:24 GMT
</LI>
<LI><strong><A NAME="00462" HREF="msg00462.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 11 Aug 1997, 12:36 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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