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<H1>Re: [MUD-Dev] Character development [was Re: ]</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 development [was Re: ]</LI>
<LI><em>From</em>: Vadim Tkachenko &lt;<A HREF="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</A>&gt;</LI>
<LI><em>Date</em>: Thu, 09 Apr 1998 19:45:41 -0500</LI>
<LI><em>Sender</em>: <A HREF="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</A></LI>
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<PRE>
Travis S. Casey wrote:
&gt; 
&gt; On Wed, 8 Apr 1998, J C Lawrence wrote:
&gt; &gt; Travis Casey&lt;efindel#polaris,net&gt; wrote:
&gt; &gt;
[skipped]

&gt; &gt; Congratulations!  First kid?
&gt; 
&gt; Yep... we practiced parenting on our two cats first.  We're expecting
&gt; our new arrival at the end of August, and have no plans to find out
&gt; the baby's sex until it's born.

Get some sleep upfront, 'cause after that you may forget about this for
decades :-)

[skipped]

&gt; Some paper RPers prefer to develop characters in play rather than
&gt; generating them at the start.  The idea is that the player may not
&gt; know enough about the gameworld when the game starts to be able to
&gt; generate exactly the kind of character he/she would want.  Thus,
&gt; some aspects of character generation are delayed.
&gt; 
&gt; A more concrete example of this is to give the players the ability
&gt; to "hold back" a few attribute/skill/whatever points and assign them
&gt; when they want to.

Bad implementation may allow characters to change their stats right
before they know they will need ones - say, I'm about to run for a quest
which requires an enormous physical strength, so I just roll all my
stats into strength... I believe, all those attempts should have a cost
to them so it would be difficult to abuse that without suffering.

&gt; Of course, some muds already use a variation on this sort of system --
&gt; allowing players to choose such things as guilds after their characters
&gt; have entered play.

And also to be banned from the guild?

Next flamebite, what is a definition of a guild? Why it is there? What
for? (I ask not because I don't know but because I want to analyze,
decompose and generalize that).

One of the best implementations (in my opinion) is Ultima Underworld I &amp;
II (didn't play other Ultimas, maybe they're the same) - you start
[almost] flat, and then you decide for yourself who and what you want to
be.

&gt;        |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
&gt;  ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
&gt;       |,4-  ) )-,_..;\ (  `'-'  Keeper of the rec.games.design FAQ:
&gt;      '---''(_/--'  `-'\_)      <A  HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>

-- 
Still alive and smile stays on,
Vadim Tkachenko &lt;vt#freehold,crocodile.org&gt;
--
UNIX _is_ user friendly, he's just very picky about who his friends are

</PRE>

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<li><strong><A NAME="00114" HREF="msg00114.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>
<ul compact><li><em>From:</em> Travis Casey &lt;efindel#polaris,net&gt;</li></ul>
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<UL><LI><EM>From:</EM> "Travis S. Casey" &lt;efindel#io,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character development [was Re: ]</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00079" HREF="msg00079.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 23:56 GMT
<UL>
<LI><strong><A NAME="00091" HREF="msg00091.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 09 Apr 1998, 13:12 GMT
<UL>
<LI><strong><A NAME="00095" HREF="msg00095.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 09 Apr 1998, 17:19 GMT
<UL>
<LI><strong><A NAME="00098" HREF="msg00098.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 09 Apr 1998, 19:03 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00111" HREF="msg00111.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Fri 10 Apr 1998, 00:46 GMT
<UL>
<LI><strong><A NAME="00114" HREF="msg00114.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Fri 10 Apr 1998, 02:33 GMT
<UL>
<LI><strong><A NAME="00115" HREF="msg00115.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Fri 10 Apr 1998, 03:05 GMT
<UL>
<LI><strong><A NAME="00127" HREF="msg00127.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sat 11 Apr 1998, 01:56 GMT
<UL>
<LI><strong><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 11 Apr 1998, 04:10 GMT
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