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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>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Thu, 4 Sep 97 08:30:33 MST</LI>
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<PRE>
[Adam W:] (attribution done the hard way!)

:This is a pretty usual scenario.  The question I pose to you, Jeff, or
:any other admin-type reading: would you be angry at the player?  They
:basically circumvented a major device of the puzzle and allowed themselves
:to get the quest rewards before they really "should" have been able to.
:Would you applaud their inventiveness (while quickly fixing the brownie bug
:to make sure no one else decided to copy the idea), shrug your shoulder
:in indifference, or be angry at the player for not solving the quest correctly
:and what's more, utilizing a known bug in order to do so?

I've never been a read admin, but I've done lots of quest programming.
&gt;From that point of view, I would applaud the solution and fix the problem.
Actually, I might even deliberately leave a hole in the problem so that
others could do the same thing, perhaps with a bit more thought/planning.

Something similar happened in my little world. The "Packrat" NPC can be
told to do things. A player found this out, and proceeded to order her
around, and down into the deep caves, etc., to help out in fighting.
The player was feeling guilty about "cheating". Well, I had already
noticed that you could do this, and had in fact gone in and made some
minor changes to support it better. My position is that I like players
to be inventive and original, and will go to some trouble to support
them, even if it in some way circumvents some artificial limitations.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<li><strong><A NAME="01082" HREF="msg01082.html">Re: [MUD-Dev] Character evolution</A></strong>
<ul compact><li><em>From:</em> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character evolution</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01099" HREF="msg01099.html">Re: [MUD-Dev] Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 22:25 GMT
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<LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 00:31 GMT
</LI>
<LI><strong><A NAME="01063" HREF="msg01063.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 04 Sep 1997, 00:08 GMT
<UL>
<LI><strong><A NAME="01117" HREF="msg01117.html">Re: [MUD-Dev] Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 06 Sep 1997, 00:10 GMT
</LI>
</UL>
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<LI><strong><A NAME="01080" HREF="msg01080.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 04 Sep 1997, 14:38 GMT
<UL>
<LI><strong><A NAME="01082" HREF="msg01082.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 04 Sep 1997, 15:16 GMT
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<LI><strong><A NAME="01081" HREF="msg01081.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 04 Sep 1997, 15:07 GMT
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<LI><strong><A NAME="01098" HREF="msg01098.html">[MUD-Dev] Character evolution</A></strong>, 
##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Thu 04 Sep 1997, 21:41 GMT
</LI>
<LI><strong><A NAME="01153" HREF="msg01153.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 08 Sep 1997, 06:54 GMT
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</UL></BLOCKQUOTE>

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