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Nation of shopkeepers
There've been many interesting attempts to provide muds with fully
functioning (even 'player-run' ;) ) economies. It's quite easy to
implement player-owned shops. Slightly harder is coding player-run shops.
Note that I said "coding"; actually implementing player-run shops would
appear to me to be extremely difficult - because giving players incentives
to sit around behind a counter all day rather than go out and adventure
would appear to be impossible. This same problem, of no-one being
interested in the more menial jobs in a mud economy, would seem to stymie
any decent attempt at a player-run economy, which is a pity.
Does anyone have a solution to this?
Mk
P.S. An exception might be running a pub :)
- Thread context:
- Re: [MUD-Dev] A simple political/social system?,
Jon A. Lambert jlsysinc#ix,netcom.com, Tue 01 Jul 1997, 11:35 GMT
- Re: [MUD-Dev] Nation of shopkeepers,
Huibai ashen#pixi,com, Tue 01 Jul 1997, 11:35 GMT
- Nation of shopkeepers,
Martin Keegan martin#cam,sri.com, Tue 01 Jul 1997, 04:34 GMT
- [MUD-Dev] The Difference between..,
Jeff Kesselman jeffk#tenetwork,com, Tue 01 Jul 1997, 04:26 GMT
- Additions to sensory planes,
Wout Mertens Wout.Mertens#rug,ac.be, Tue 01 Jul 1997, 01:47 GMT
- Senses & geographical events,
Wout Mertens Wout.Mertens#rug,ac.be, Tue 01 Jul 1997, 01:20 GMT
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