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<H1>[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</H1>
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<LI><em>To</em>: Mud Dev Mailing list &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</LI>
<LI><em>From</em>: Marian Griffith &lt;<A HREF="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</A>&gt;</LI>
<LI><em>Date</em>: Sat, 22 Aug 1998 21:37:08 +0100 (BST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sat 22 Aug, Damion Schubert wrote:

&gt; From: Brandon J. Rickman &lt;ashes#pc4,zennet.com&gt;

&gt; &gt;The second priority is basically to take the fun out of player combat.

&gt; Pretty much, if any feature is not 'any fun', then my personal
&gt; belief is that you shouldn't waste your time coding it.

Ah, but this is going to be quite effective. ;)

&gt; Tangential note: on most MUDs, fighters aren't the problem.  At
&gt; least my experience has found that mages and thieves tend
&gt; to be the best (worst) player killers.  Do we take the fun out of
&gt; these skills too? =)

On muds classes are not the problem.  It is certain players that are
the problem.  And then it is still a question of numbers,  as Bartle
pointed out. I do not entirely agree with the later but for the type
of game he described  you need a certain small number of  disruptive
characters to initiate activities. Only slightly too many though and
your whole social structure collapses in a bloodbath.

&gt; &gt;The easiest route to learning how to fight may well be by becoming a
&gt; &gt;tailor.  If a tailor suffers from attacks and extortion he would quickly
&gt; &gt;gain the resolve to fight back if he chose.  (But then there is more
&gt; &gt;potential for drama, for unexpected twists and character development.)

I am not sure Brandon said the above, I could not find it in his post

If a tailor suffers from attacks and extortion she has two options at
the moment. Quit playing or quit being a tailor. You seem to advocate
the second solution.  But of course  it is not a solution at all.  In
either case you end up with a game without tailors.

Marian
-- 
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey



</PRE>

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<LI><STRONG><A NAME="00806" HREF="msg00806.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></STRONG>
<UL><LI><EM>From:</EM> "Damion Schubert" &lt;zjiria#texas,net&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00916" HREF="msg00916.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 03 Sep 1998, 02:05 GMT
</LI>
</ul>
<LI><strong><A NAME="00850" HREF="msg00850.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 26 Aug 1998, 04:09 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00783" HREF="msg00783.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Scatter <a href="mailto:scatter#thevortex,com">scatter#thevortex,com</a>, Thu 20 Aug 1998, 09:49 GMT
</LI>
<LI><strong><A NAME="00806" HREF="msg00806.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Sat 22 Aug 1998, 03:19 GMT
<UL>
<LI><strong><A NAME="00824" HREF="msg00824.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 23 Aug 1998, 10:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00811" HREF="msg00811.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Sat 22 Aug 1998, 08:11 GMT
</LI>
<LI><strong><A NAME="00928" HREF="msg00928.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 03 Sep 1998, 15:03 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00756" HREF="msg00756.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
S. Patrick Gallaty <a href="mailto:patrick#gric,com">patrick#gric,com</a>, Tue 18 Aug 1998, 00:48 GMT
<LI><strong><A NAME="00743" HREF="msg00743.html">[MUD-Dev] Question for the list (Semi-OT)</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 15 Aug 1998, 23:27 GMT
</LI>
</UL></BLOCKQUOTE>

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