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<H1>[MUD-Dev] Re: You think users won't number crunch and statis</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: You think users won't number crunch and statis</LI>
<LI><em>From</em>: "Damion Schubert" &lt;<A HREF="mailto:zjiria#texas,net">zjiria#texas,net</A>&gt;</LI>
<LI><em>Date</em>: Sun, 26 Jul 1998 22:59:30 -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>

-----Original Message-----
From: Holly Sommer &lt;hsommer#micro,ti.com&gt;

&gt;Seems that this would make even MORE sense to bother with the minutea of 
&gt;implementing, if you have lifespans, and age-related stats. Ie: strength 
&gt;rises in the early stages of life, stabilizes in the middle, and falls 
&gt;off, as a player gets older. Dexterity remains stable initially, and then 
&gt;tails off, etc. Wisdom could be on the increase, always (on average) if 
&gt;you chose to use it as a reflection of accumulated knowledge, in a 
&gt;quantifiable statistic.

Taking this a step further, you can describe things in relative terms:
"You are strong, but nowhere near as strong as you once were."
"Once, you thought yourself brilliant.  Now you are wise enough 
to know you were an impudent fool."

For my two cents, I've found that hiding stats neither helps nor 
hinders the RolePlaying aspect of a game.  Fallout is an 
excellent RPG (tho not a MUD) which shows you every stat, 
including chance to hit for each blow against each monster.
Rather than hurting the RP experience, knowing down to the
numbers what everything does allows you to more firmly 
develop your character along the lines you envisioned.

--damion



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Ansii color, needing some specs and or pointers.</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00398" HREF="msg00398.html">[MUD-Dev] Re: Ansii color, needing some specs and or pointers.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 28 Jul 1998, 17:30 GMT
<UL>
<LI><strong><A NAME="00408" HREF="msg00408.html">[MUD-Dev] Re: Ansii color, needing some specs and or pointers.</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 29 Jul 1998, 00:29 GMT
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<LI><strong><A NAME="00458" HREF="msg00458.html">[MUD-Dev] Re: Ansii color, needing some specs and or pointer</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 03 Aug 1998, 04:28 GMT
<UL>
<LI><strong><A NAME="00459" HREF="msg00459.html">[MUD-Dev] Re: Ansii color, needing some specs and or pointer</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 03 Aug 1998, 05:41 GMT
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<LI><strong><A NAME="00366" HREF="msg00366.html">[MUD-Dev] Re: You think users won't number crunch and statis</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Mon 27 Jul 1998, 03:56 GMT
<LI><strong><A NAME="00359" HREF="msg00359.html">[MUD-Dev] The Eternal City on The Big Network</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Sun 26 Jul 1998, 00:37 GMT
<LI><strong><A NAME="00356" HREF="msg00356.html">[MUD-Dev] Re: Fun vs Realism [ Was: OT: Sid Meier ]</A></strong>, 
Markku Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Sat 25 Jul 1998, 13:39 GMT
<UL>
<LI><strong><A NAME="00357" HREF="msg00357.html">[MUD-Dev] Re: Fun vs Realism [ Was: OT: Sid Meier ]</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 25 Jul 1998, 22:42 GMT
</LI>
<LI><strong><A NAME="00400" HREF="msg00400.html">[MUD-Dev] Re: Fun vs Realism [ Was: OT: Sid Meier ]</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 28 Jul 1998, 18:39 GMT
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</UL>
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</UL></BLOCKQUOTE>

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