[MUD-Dev] Level abstractions - Realism vs Game Issues

Jon A. Lambert jlsysinc at ix.netcom.com
Mon Jun 30 19:47:49 New Zealand Standard Time 1997

> From: Marian Griffith <gryphon at iaehv.nl>
> Subject: [MUD-Dev] Level abstractions - Realism vs Game Issues
> > On Sun, 29 Jun 1997, Jon A. Lambert wrote:
> > > Characters have two sets of stats, current and potential.  Current
> > > stats may go up or down upon attaining a level based on age.  It's a
> > > parabola effect.  Current Stats will increase initially until such time
> > > as the character reaches their peak (potential).
> I think I like this, having predefined stats that can't be exceeded. Are
> you including magical and equipment wise stat increase in this as well?

Magical equipment can effect stat limitations but this type equipment is
extremely rare.  More often magical equipment will add a bonus to a specific
skill rather than a stat.  My game world is extremely equipment poor
in the magical equipment area.
I'm not exactly sure how this will work out, but I want to link
equipment availability to an economic model.  All magical equipment
will be unique and outrageously priced.  I expect players will create 
their own magical equipment for the most part.  This may even be more 
enjoyable for the player.

The system I use, Rolemaster, becomes outrageously imbalanced, if 
modifications are applied directly to stats.  This works in the
other direction as well.  A wounded, diseased character is extremely
vulnerable.  It's not, "darn I fractured a leg".  It's "Oh my God! Someone
Help me!"  I don't believe many players will enjoy this aspect of the game.

> > > Following this age peak stats will stabilize or degrade
> I'm not too sure I really like this. It sort of penalises established
> characters which I think can easily work against your game. Jedi used
> to (still has?) a system where after a certain age a character had an
> increasing chance of dying of old age.  This was a crude mechanism to
> drive out old characters who had too much equipment collected and did
> not loose it in the rent. Having stats degrading will likely have the
> same kind of effect on characters.

Hmm.  I like this, but not for the same line of reasoning.  It is 
likely that aged characters will have accumulated a few of the rare
stat modifying equipment in order to stave off these effects.  
I increase the chance of catching a disease as characters age.  Unless 
"unnatural" measures are taken they will eventually catch a disease and 
succumb.  I use disease very loosely here.  An unexpected/undeserved stroke 
or heart attack would certainly fall into my disease category.  I have at 
5 categories of disease with several possible options under each of them.
It will also include, "He passed away during the night, a smile upon 
his lips"  :)  


More information about the MUD-Dev mailing list