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<H1>[MUD-Dev] Re: Quest engines</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: Quest engines</LI>
<LI><em>From</em>: Hal Black &lt;<A HREF="mailto:hal#moos,ml.org">hal#moos,ml.org</A>&gt;</LI>
<LI><em>Date</em>: Mon, 5 Oct 1998 20:10:16 -0400</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 Mon, Oct 05, 1998 at 04:21:50PM -0500, Michael.Willey#abnamro,com wrote:
&gt; I have been thinking through a similar scenario
&gt; with my wife.  We called it the "Spooky/Peaceful
&gt; Forest" scenario.  We were speculating that a persistent
&gt; object A, when placed in location B, would cause
&gt; the spirits of the dead to rise and haunt a specific
&gt; area.  If the object is instead placed in location
&gt; C, the spirits would be allowed to rest.  If we
&gt; provided organization D, with a vested interest
&gt; in keeping the area peaceful, and organization E,
&gt; with a vested interest in keeping it haunted (perhaps
&gt; they operate a toll road that a journey through
&gt; the haunted woods would bypass?), then the two
&gt; organizations would maintain a constant state of
&gt; quest, as minions of the two groups tried to steal
&gt; the object from each other or keep it from being
&gt; stolen.
 
In other words, persistent "Capture the Flag".  Very nice, I like the
way you have hidden it in the fantasy setting.  Judging from the popularity
of this type of game in the mass population, I think it would be a great
success on your mud.


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">[MUD-Dev] Re: [Off-Topic] Patents (Was Re: Storytelling vs. Simulationist)</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Sun 04 Oct 1998, 00:14 GMT
<LI><strong><A NAME="00050" HREF="msg00050.html">[MUD-Dev] Re: Quest engines</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 03 Oct 1998, 18:06 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00061" HREF="msg00061.html">[MUD-Dev] Re: Quest engines</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Sun 04 Oct 1998, 02:23 GMT
</LI>
<LI><strong><A NAME="00089" HREF="msg00089.html">[MUD-Dev] Re: Quest engines</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Mon 05 Oct 1998, 20:19 GMT
<UL>
<LI><strong><A NAME="00095" HREF="msg00095.html">[MUD-Dev] Re: Quest engines</A></strong>, 
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Mon 05 Oct 1998, 23:47 GMT
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<LI><strong><A NAME="00049" HREF="msg00049.html">[MUD-Dev] simulation vs. storytelling is a fallacious distinction</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Sat 03 Oct 1998, 17:50 GMT
<LI><strong><A NAME="00043" HREF="msg00043.html">[MUD-Dev] [DESIGN] To kill or not to kill? (non-violent conflict)</A></strong>, 
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Sat 03 Oct 1998, 15:36 GMT
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<LI><strong><A NAME="00046" HREF="msg00046.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill? (non-violent conflict)</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sat 03 Oct 1998, 16:16 GMT
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<LI><strong><A NAME="00055" HREF="msg00055.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill? (non-violent conflict)</A></strong>, 
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Sat 03 Oct 1998, 20:40 GMT
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