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<H1>Re: [MUD-Dev] The Best Guy on the Mud Thing</H1>
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<LI><em>To</em>: "<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] The Best Guy on the Mud Thing</LI>
<LI><em>From</em>: Chris Turner &lt;<A HREF="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</A>&gt;</LI>
<LI><em>Date</em>: Sun, 26 Sep 1999 14:51:31 +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 Fri, 17 Sep 1999, Adam Wiggins wrote:

&gt; On Fri, 17 Sep 1999, Chris Turner wrote:
&gt; &gt; One of the things that RuneQuest (a table top RPG) does for skills, is to
&gt; &gt; only allow them to increase after a period of rest/inactivity.  Maybe
&gt; &gt; players who spend less time on could get a slight increase in the skills
&gt; &gt; they do use whilst logged on - their characters could be spending the time
&gt; &gt; whilst logged off, thinking about what they had learnt recently.  Over time
&gt; &gt; the increase could decay, as they slowly forgot about what they had done.
&gt; &gt; So if you do a lot of sneaking and then log off for a week, you could come
&gt; &gt; back to find you've gotten better at sneaking.  
&gt; 
&gt; On MUME, darkies (eg: trolls) were a lot of fun to play, but they rather
&gt; sucked during the day, as if they were in sunlight for a single moment they
&gt; would instantly turn to stone, thereby permemently killing the character
&gt; and destroying all of their equipment.
&gt; Good darkies wanted to play all the time, not just during the night, so
&gt; when night rolled around, they logged off their troll and logged on
&gt; their whitie, until night fell again.
&gt; 
&gt; This applies to your idea as such: if a good way to learn skills is using
&gt; them for an hour and then logging off for a few days, wouldn't a player
&gt; that wanted to play all the time just have a dozen characters, log each
&gt; one on for an hour practicing skills, and then go to bed and wake up to
&gt; find all his characters vastly improved in their skills?

It applies, but ignores my attempts to use adjectives like "slight". *8)  
I was definitely not suggesting that it was a better way to improve
skills, merely a way for players who log on once a week to become
competant compared to the players that play everyday.

Although I've already decided on what gaming system I'm basing my mud
around, it also shares RQ's skill increase system of only increasing after
a game week of inactivity.  Which unless I make a game week very short in
RL terms would make it pretty unplayable.  Otherwise I'm sure I could wave
some figures around to give a better idea of what I mean.

Chris
-- 
christ#rd,bbc.co.uk   #include &lt;stddisclaimer.h&gt;   <A  HREF="http://www.fysh.org/~maddy">http://www.fysh.org/~maddy</A>

   "So this is really me? A no-style gimbo with teeth druids could use as a
       place of worship" - Duaine Dibley (Red Dwarf - "Back to Reality")




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<LI><STRONG><A NAME="00389" HREF="msg00389.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;adam#angel,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Best Guy on the Mud Thing</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00334" HREF="msg00334.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Wes Connell <a href="mailto:wconnell#adhesive,com">wconnell#adhesive,com</a>, Thu 16 Sep 1999, 22:37 GMT
</LI>
<LI><strong><A NAME="00450" HREF="msg00450.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 21 Sep 1999, 23:56 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00380" HREF="msg00380.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Fri 17 Sep 1999, 17:47 GMT
<UL>
<LI><strong><A NAME="00389" HREF="msg00389.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 17 Sep 1999, 23:22 GMT
<UL>
<LI><strong><A NAME="00501" HREF="msg00501.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Mon 27 Sep 1999, 16:57 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00324" HREF="msg00324.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 16 Sep 1999, 03:14 GMT
<UL>
<LI><strong><A NAME="00355" HREF="msg00355.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 17 Sep 1999, 17:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00331" HREF="msg00331.html">RE: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 16 Sep 1999, 14:44 GMT
</LI>
<LI><strong><A NAME="00337" HREF="msg00337.html">RE: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 16 Sep 1999, 23:22 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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