<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] re: PK and my "Mobless MUD" idea --> <!--X-From-R13: "Xnl Enk" <pvzev1Ntgr.arg> --> <!--X-Date: Tue, 28 Apr 1998 17:47:19 -0700 --> <!--X-Message-Id: 199804290046.TAA16295#smtp2,mailsrvcs.net --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] re: PK and my "Mobless MUD" idea</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:cimri1#gte,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00220.html">Previous</a> | <a href="msg00222.html">Next</a> ] Thread: [ <a href="msg00320.html">Previous</a> | <a href="msg00222.html">Next</a> ] Index: [ <A HREF="author.html#00221">Author</A> | <A HREF="#00221">Date</A> | <A HREF="thread.html#00221">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] re: PK and my "Mobless MUD" idea</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] re: PK and my "Mobless MUD" idea</LI> <LI><em>From</em>: "Jay Sax" <<A HREF="mailto:cimri1#gte,net">cimri1#gte,net</A>></LI> <LI><em>Date</em>: Tue, 28 Apr 1998 17:47:30 -0700</LI> <LI><em>Delivery-date</em>: Tue Apr 28 17:47:20 1998</LI> <LI><em>Delivery-date</em>: Tue, 28 Apr 1998 17:47:21 -0700</LI> <LI><em>Envelope-to</em>: claw#kanga,nu</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: "Petidomo List Agent,,,," <<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Re: PK's plus my "Mobless Mud" concept John Bertoglio wrote: > > Method 1: Create IC PK restrictions which make the PKer decide to > RP monsters. > Method 2: When a character racks up a certain number of kills > morph them into a junior monster. <etc> > > John Bertoglio > > -- Ha! thanks john, I love this one about junior monsters and so forth. It inspires me to share one of my ideas which I hope I, or some of the other fruitful-brainers among us can develop further at some point. I call this one "the mobless mud" (aka "the monsterless mud"). Motivation: why even worry about repops, monster-generators, dungeons that have good motivations, cities that 'work' economically and logically (proper amount of land under tillage, good water supply, mining nearby, workers in the trades, etc)? Why not just set up all the systems properly and let all this stuff develop? Implementation, broad stroke: Inhabit your world with - animals of various sorts (few in number at first) - a few people - resources (minerals, water, herbs, grains, whatever) - terrain features (rivers, mountains, valleys, whatever) - climate Painstakingly define rules for all the above to make them more or less self-sustaining in a simulation sort of way, to wit: - herd growth, predation, animal husbandry, and so forth - plant growth, spread, disease, whatever - climatological change, growth, decay, storm formation, all that sort of thing (and seasons too I guess) Again with rules, this time for combining, breaking apart, building, etc: - surveying, mining, smelting, etc. - blacksmithing, coppersmithing, fletching, whatever (and not just for weapons and armor of course) - woodcutting, carving, lamination, warping, and all that - plant, plow, harvest, etc. - construction and destruction (walls, buildings, carts, etc) Define rules for voluntary associations (guilds, factions, clubs, whatever) - social status and standing, reputation, etc - fun social activities like creating/quashing rumors, status decay/enhancement, smears, you name it. - hired/hireling relationships Define rules for activities that can create 'monsters' -- e.g. unholy magics that summon warped demonic presences, or pseudo-scientific processes designed to do the medieval equivalent of gene-tailoring to create new species. Hoped for result: You want a dungeon? you build one. You want a castle, you get the money (or influence over a large enough group, or both), you get the materials, you build it, you staff it, you protect it. You want the mighty stone of irresistable magic force? great, so once you've got it, you create a fortress or dungeon to protect it, fully staffed with defenders and laden with traps and the like. And you make sure there's food and water and proper pay for all these. Or maybe you try to create slave-beings using those unholy magics. Hey! cheap work. Conclusion: I'd like to see this implemented. Or something similar. It seems to me if one simply steps back far enough by creating all the systems to support creation, combination, fabrication, experimentation, discovery and all those neat things so many of us love to do, then let the world be defined by those systems. I'd LOVE to play in a world like that. I think! Or at least to have the chance. And I've given a lot of thought to the social aspect and think that it could go a LONG way to making things fun (with institutions, status, reputation, influence, etc). - -- >--------------------------------------------------------------------+ Jay Sax <arnet is moving, back soon!> Partner, Alternate Reality Net cimri#technologist,com <--------------------------------------------------------------------+ +--------------------------------------------------------------------+ Jay Sax cimri#technologist,com +- Partner, Alternate Reality Net -----------------------------------+ -- MUD-Dev: Advancing an unrealised future. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00223" HREF="msg00223.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong> <ul compact><li><em>From:</em> Caliban Tiresias Darklock <caliban#darklock,com></li></ul> <li><strong><A NAME="00222" HREF="msg00222.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong> <ul compact><li><em>From:</em> Caliban Tiresias Darklock <caliban#darklock,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00220.html">[MUD-Dev] (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00222.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00320.html">[MUD-Dev] Re: META: Mail archives and MIME attachments</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00222.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00221"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00221"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00426" HREF="msg00426.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:33 GMT </LI> </ul> </ul> </LI> <LI><strong><A NAME="00233" HREF="msg00233.html">[MUD-Dev] Re: (fwd) MOB or player? Re: Global Communications on Muds</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 29 Apr 1998, 05:46 GMT <LI><strong><A NAME="00224" HREF="msg00224.html">[MUD-Dev] META: Mail archives and MIME attachments</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 29 Apr 1998, 01:25 GMT <UL> <LI><strong><A NAME="00320" HREF="msg00320.html">[MUD-Dev] Re: META: Mail archives and MIME attachments</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 02 May 1998, 06:36 GMT </LI> </UL> </LI> <LI><strong><A NAME="00221" HREF="msg00221.html">[MUD-Dev] re: PK and my "Mobless MUD" idea</A></strong>, Jay Sax <a href="mailto:cimri1#gte,net">cimri1#gte,net</a>, Wed 29 Apr 1998, 00:47 GMT <UL> <LI><strong><A NAME="00222" HREF="msg00222.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 29 Apr 1998, 01:16 GMT <UL> <LI><strong><A NAME="00234" HREF="msg00234.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 29 Apr 1998, 12:43 GMT </LI> <LI><strong><A NAME="00299" HREF="msg00299.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 01 May 1998, 18:16 GMT <UL> <LI><strong><A NAME="00301" HREF="msg00301.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 01 May 1998, 18:58 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>