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<H1>Re: [MUD-Dev] Something complete different</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] Something complete different</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 18 Sep 1997 17:00:31 -4</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;jlsysinc#popd,ix.netcom.com&gt;</LI>
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<PRE>
On 17 Sep 97 at 14:26, Marian Griffith wrote:
&gt; On Tue 16 Sep, Brandon J. Rickman wrote:
&gt; &gt; Making things decay is tricky without introducing a weird kind of
&gt; &gt; physics.  I'm thinking about Wizardry VII where monsters vaporize when
&gt; &gt; you kill them.  Imagine how disgusting a mud would be if every room
&gt; &gt; in the newbie area looked like this:
&gt; 
&gt; &gt; Happy Forestland
&gt; &gt; You stand in a clearing in the middle of Happy Forestland.  The sun is
&gt; &gt; shining on the happy green trees.
&gt; &gt; Your movement is slightly hampered by the rotting corpses of several
&gt; &gt; thousand dead bunnies.
&gt; &gt; A fluffy bunny is here.
&gt; 
&gt; I would hazard that in any situation remotely resembling reality a corpse
&gt; would not stay around very long. Scanvengers would soon finish the bigger
&gt; parts of it,  then worms and insects  would remove the remaining  eadible
&gt; stuff.  By that time things are already so small that they are subject to
&gt; being moved around by small animals  and even by wind.  Unless the corpse
&gt; was very large, e.g. human sized or bigger, it is unrecognisable within a
&gt; matter of days.
&gt; Another problem here is,  of course,  where all those fluffy bunnies come
&gt; from. They ought to be either extinct, or evolve into killer bunnies that
&gt; hunt newbie characters.
&gt;

Here's another reality problem.  Why are there thousands of bunny 
corpses in the first place?  What is it about the game drives the 
players to kill scores of bunnies and leave the corpses?  Are the 
players just insane or are the games' goals?  What's so valuable 
about the bunnies?  Obviously in this game they aren't food source 
or a fur source.  Perhaps local carrot farmers have asked players 
to help them against the bunnies.  Methinks they're a source of 
something a bit more abstract and insidously evil, like experience 
points.  :)

--
Jon A. Lambert

Nature comprehends the visible and invisible Creatures of the Whole 
universe. What we call Nature especially, is the universal fire or 
Anima Mundi, filling the whole system of the Universe, and therefore
is a Universal Agent, omnipresent, and endowed with an unerring instinct,
and manifests itself in fire and Light. It is the First creature of 
Divine Omnipotence.
-----

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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="01224" HREF="msg01224.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="01244" HREF="msg01244.html">Re: [MUD-Dev] Something complete different</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01165" HREF="msg01165.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 09 Sep 1997, 06:01 GMT
</LI>
<LI><strong><A NAME="01224" HREF="msg01224.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 16 Sep 1997, 09:40 GMT
<UL>
<LI><strong><A NAME="01230" HREF="msg01230.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Sep 1997, 21:03 GMT
</LI>
<LI><strong><A NAME="01244" HREF="msg01244.html">Re: [MUD-Dev] Something complete different</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 17 Sep 1997, 21:18 GMT
<UL>
<LI><strong><A NAME="01266" HREF="msg01266.html">Re: [MUD-Dev] Something complete different</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 18 Sep 1997, 20:59 GMT
</LI>
<LI><strong><A NAME="01289" HREF="msg01289.html">Re: [MUD-Dev] Something complete different</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 19 Sep 1997, 22:08 GMT
</LI>
<LI><strong><A NAME="01297" HREF="msg01297.html">Re: [MUD-Dev] Something complete different</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:01 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01247" HREF="msg01247.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 17 Sep 1997, 23:54 GMT
<UL>
<LI><strong><A NAME="01256" HREF="msg01256.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 18 Sep 1997, 06:25 GMT
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