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<H1>[MUD-Dev] Re:(fwd) Re: Multiple currencies</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re:(fwd) Re: Multiple currencies </LI>
<LI><em>From</em>: <A HREF="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</A></LI>
<LI><em>Date</em>: Fri, 5 Jun 1998 16:39:15 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


____________________Reply Separator____________________
Subject:    [MUD-Dev] Re:(fwd) Re: Multiple currencies
Author: J C Lawrence &lt;claw#under,engr.sgi.com&gt;
Date:       6/5/98 5:57 PM

&gt;On Wed, 3 Jun 1998 18:00:13 -0500
&gt;Michael Willey&lt;Michael.Willey#abnamro,com&gt; wrote:
&gt;&gt;That seems to create the illusion of a 'real' economy, which
&gt;&gt; for our purposes is as good as having the real thing.
&gt;It is not actually a player currency -- there are no values created,
&gt;maintained, and manipulated by players.  Instead the system maintains &gt;and
manipulates token values, and allows players to intercept some of &gt;those
machinations.  This is a faucet-&gt;drain economy where tokens &gt;magically
appear at in-game production sites, wander thru various &gt;mechanisms in the
game world, and then magically disappear later in &gt;some token-consumer.
Which is of course how nearly all "economies" in &gt;current MUDs work.

Absolutely true.  Our goal never has been to simulate a complete and closed
world in any aspect, but to run a game.  This system does simulate some of
the interactions of different currency, but the underlying model isn't
significantly different from other muds.

&gt;Contrast the use of special heads in Habitat.  Heads actually formed &gt;a
player-based and valued currency whose manipulation was entirely &gt;within
the  closed system of the game.  They were competed for, &gt;highly values,
trade, status, and display items, very much like the &gt;Egg, but with the
caveat that there was only one Egg and there were &gt;many heads.  Similarly
for Legend's "strings", or the guild hall &gt;bolt-ons that Lambert recently
referenced.  Those are real currencies, &gt;and exist outside of any notion of
script, coinage, or mechanical &gt;models enforced in the game world by the
Imps.  Instead they are &gt;player constructed and valued constructs whose
value exists in the &gt;significance the players attach to them, and not in
the in-game &gt;mechanical model that supports them.

I certainly appreciate the difference here.  These examples create a closed
and perpetual world - a stage and a few props that encourage players to
invent their own game.  The currency here is just a prop.  What it is isn't
as important as what it represents, and that idea of what it represents is
created by your players.

Here's a question:  What collective feature of these examples engages the
player imagination and inspires this status game?  I could just as easily
see an attempt at creating a player currency flop spectacularly.  What does
it take for a simple perpetual prop to become a player currency, and how
can we incorporate these ideas into our own MUDs?




</PRE>

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<li><strong><A NAME="00921" HREF="msg00921.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
<li><strong><A NAME="00894" HREF="msg00894.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>
<ul compact><li><em>From:</em> Mike Sellers &lt;mike#bignetwork,com&gt;</li></ul>
<li><strong><A NAME="00888" HREF="msg00888.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>
<ul compact><li><em>From:</em> Richard Woolcock &lt;KaVir#dial,pipex.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Administrative Meddling</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00901" HREF="msg00901.html">[MUD-Dev] Re: Administrative Meddling</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 09 Jun 1998, 00:16 GMT
</LI>
</ul>
<LI><strong><A NAME="00900" HREF="msg00900.html">[MUD-Dev] Re: Administrative Meddling</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 09 Jun 1998, 00:03 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00874" HREF="msg00874.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 03 Jun 1998, 22:01 GMT
<UL>
<LI><strong><A NAME="00886" HREF="msg00886.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 05 Jun 1998, 18:00 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00887" HREF="msg00887.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 05 Jun 1998, 21:19 GMT
<UL>
<LI><strong><A NAME="00888" HREF="msg00888.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 05 Jun 1998, 22:18 GMT
</LI>
<LI><strong><A NAME="00894" HREF="msg00894.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Sat 06 Jun 1998, 03:29 GMT
<UL>
<LI><strong><A NAME="01060" HREF="msg01060.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 16 Jun 1998, 01:44 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00921" HREF="msg00921.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 09 Jun 1998, 21:12 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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