1999Q2/
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<H1>Re: [MUD-Dev] Playing the monsters</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>: Re: [MUD-Dev] Playing the monsters</LI>
<LI><em>From</em>: Katrina McClelan &lt;<A HREF="mailto:kitkat#marcus,pants.nu">kitkat#marcus,pants.nu</A>&gt;</LI>
<LI><em>Date</em>: Fri, 11 Jun 1999 11:45:36 -0700 (PDT)</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 Fri, 11 Jun 1999 David95037#aol,com wrote:

&gt; It seems that there is general consensus that fighting other players is
&gt; more fun then fighting the automata monsters.  So why not let players
&gt; of the MUD drop into the role of a random monster and be the brains
&gt; behind it for some other player to fight.
&gt; 
&gt; The human played monster should be as limited in skills, weapons, etc.,
&gt; as the monster would normally be.  Generally, the monsters are supposed
&gt; to die.  However, if the monster has interesting equipment, it should be
&gt; able to use it for the fight.
&gt; 
&gt; Might there be problems to randomly selecting the monsters that get to
&gt; be played?  Maybe only certain types of monsters should get the "player"
&gt; advantage.
&gt; 


There was a thread about this ages ago, in which ideas were discussed that
basically 'promoted' pkillers into monsters (ala the dark powers in the
Ravenloft world).  Might want to search the archives and see what you get,
though as I recall it was a pkill thread that drifted into players being
monsters.

-Katrina



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] How to debug a method taking a variable list of arguments?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00795" HREF="msg00795.html">Re: [MUD-Dev] How to debug a method taking a variable list of arguments?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 13 Jun 1999, 17:02 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00783" HREF="msg00783.html">[MUD-Dev] Game economics</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 12 Jun 1999, 00:50 GMT
<UL>
<LI><strong><A NAME="00790" HREF="msg00790.html">Re: [MUD-Dev] Game economics</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 12 Jun 1999, 02:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00769" HREF="msg00769.html">[MUD-Dev] Playing the monsters</A></strong>, 
David95037 <a href="mailto:David95037#aol,com">David95037#aol,com</a>, Fri 11 Jun 1999, 19:26 GMT
<UL>
<LI><strong><A NAME="00771" HREF="msg00771.html">Re: [MUD-Dev] Playing the monsters</A></strong>, 
Katrina McClelan <a href="mailto:kitkat#marcus,pants.nu">kitkat#marcus,pants.nu</a>, Fri 11 Jun 1999, 19:46 GMT
</LI>
<LI><strong><A NAME="00782" HREF="msg00782.html">Re: [MUD-Dev] Playing the monsters</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 12 Jun 1999, 00:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00765" HREF="msg00765.html">[MUD-Dev] ADMIN: Posting authority</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Fri 11 Jun 1999, 18:44 GMT
<LI><strong><A NAME="00760" HREF="msg00760.html">[MUD-Dev] thoughts on game economies</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 11 Jun 1999, 18:11 GMT
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<LI><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] thoughts on game economies</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 12 Jun 1999, 00:06 GMT
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</UL></BLOCKQUOTE>

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