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<H1>[MUD-Dev] Re: WIRED: Kilers have more fun</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: WIRED: Kilers have more fun </LI>
<LI><em>From</em>: "quzah" &lt;<A HREF="mailto:quzah#geocities,com">quzah#geocities,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 4 Sep 1998 15:02:37 -0700</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: Adam Wiggins &lt;adam#angel,com&gt; on Friday, September 04, 1998 11:23 AM:

&gt;Ya, definitely.  Similar fun: on Shadowdale you couldn't make traps, in
&gt;fact they were extremelly rare and only came from a high level zone
&gt;(Ravenloft).  The traps were hidden until they got set off (they had a
&gt;high chance to do so on both entry and exixt), and they did MASS amounts
&gt;of damage, eq fragging, and so forth.  Very nasty.  Anyhow once set off,
&gt;they became visible (ie, "A blade-trap lies here", "An acid trap lies
&gt;here") and someone strong could pick them up.  So high level players would
&gt;frequently have fun by carting them back to town and dropping them in busy
&gt;areas.  People would walk into the room, see the trap (which does not
&gt;indicate it's disarmed in its description), and - freeze.  They'd stand
&gt;perfectly still trying to figure out what the hell they were going to do.
&gt;After there were 6 or 8 people in the room all standing there holding
&gt;their breaths, they'd usually figure out that it wasn't going to go off.

&gt;More fun: on Arctic assassins had a "trap" skill which they could use on
&gt;any container.  They only got a chance to learn when someone set off their
&gt;trap... but since it frequently poisoned you (which was very dangerous, as
&gt;poison did mass amount of damage there) no one really wanted to help
&gt;someone learn.  So, they'd trap chests and things and then just leave them
&gt;lying around invitingly in a busy area.  Your typical mudder always looks
&gt;inside every container they happen across, so it wasn't long before
&gt;someone would try to open it, and the assassin would get their chance to
&gt;learn.  A good assassin training this skill was a deadly sight to behold -
&gt;five or six newbies stumbling around clutching pricked fingers saying, "I
&gt;don't feel so good..."  Now you know why your mother always said, "Don't
&gt;pick that up!  You don't know where it's been..."
&gt;
&gt;Adam
&gt;
For some disturbing reason, I found both of those examples to be very
humerous. Perhaps its just me, but I really enjoy playing mage/thief
type characters. They have such fun skills overall. Teleport, sleep, charm,
weaken, stat drain, paralize, hide, steal, sneak, avoid trap, lay trap,
pick lock, and so on and so on...

And there are so many uses you can figure out to use each one for. Much
more so than the basic warrior skills, or even the clerical skills --
thought I must admit, I love animate dead [which can be clerical, depending
on your place of play/deity/whatever]. And so, continuing with the topic,
that is why "Killers have more fun." -- At least, I used to have loads of
fun. I find it very enjoyable to find out some new, odd feature or some
varying way that I can use some skill that no one, or very few people
have thought of...
-Q-




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00937" HREF="msg00937.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Fri 04 Sep 1998, 02:03 GMT
<UL>
<LI><strong><A NAME="00945" HREF="msg00945.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 04 Sep 1998, 18:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00944" HREF="msg00944.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 04 Sep 1998, 15:18 GMT
</LI>
<LI><strong><A NAME="00949" HREF="msg00949.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Fri 04 Sep 1998, 21:48 GMT
</LI>
<LI><strong><A NAME="00950" HREF="msg00950.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Fri 04 Sep 1998, 23:16 GMT
</LI>
<LI><strong><A NAME="00954" HREF="msg00954.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Sat 05 Sep 1998, 01:37 GMT
</LI>
<LI><strong><A NAME="00955" HREF="msg00955.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Sat 05 Sep 1998, 01:44 GMT
</LI>
<LI><strong><A NAME="00956" HREF="msg00956.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Sat 05 Sep 1998, 01:57 GMT
</LI>
<LI><strong><A NAME="00958" HREF="msg00958.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Sat 05 Sep 1998, 02:46 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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