[MUD-Dev] Nation of shopkeepers
root at mpc.dyn.ml.org
Fri Jul 11 17:21:08 New Zealand Standard Time 1997
On Fri, 11 Jul 1997, Jeff Kesselman wrote:
> >It depends on the game crowd you aim at, I suppose. I recently settled
> >(rather heavy handedly, admittedly) a debate among some of my wizards,
> >over whether or not the following situation should be permitted:
> >A healer type character to sit in a central location and heal someone all
> >day for their 'exp' (meaning: their method to progress, whatever it be).
> >Personally I see no debate here - of course it should, but with sensible
> >restrictions. You can't get good at anything but healing (and perhaps
> >dealing with people) by doing this!
> Or if not, there should be reasons built into the strucvture of your world
> why its not a good idea.
Right. It's basically a personal opinion - it should be doable, if its
conceivable that someone will want to do it, and sensible to implement it.
If its boring to do - presumably less people will do it, but that doesn't
really matter, unless its causing a problem in game balance, which in this
case, its certainly not.
> I basicly agree. As long as someone is not directly and seriously
> impacting the intended purpsoe of the environment they should be free to be
> as creatviue as they want in how they react to and deal with it.
Right. Thats the basic theory in motion - it's really, IMHO, the only way
to go about creating a world or environment, rather than a simplified (or
rather one-sided) game. Adventuring is there for those who wish to
undertake it - the rest of the world is there for the others.
> If they find a hole in your logic and exploit it then plug the hole.
Also quite right.
> >This also ties into activities such as fishing, and crafts. Of course, it
> >should be possible, but it could get quite boring if the player does it
> >literally. Fishing is actualy an exception if you get onto deep sea
> >fishing - pirates and such.
> Well these are the kidsn of things Im encouragign players in oru design to
> do. They cant be iron miners, or even weaponsmiths (yet, it may change when
> we add AD&D proficiencies) btu they CAN make money escorting caravans or
> even organizing their own. These caravans of course though get attacked,
> which is why peoepl liek them are needed...
Yeah. Integrating economical cycles into the game introduces many, many
possible NPC functions that PCs can enjoy taking over.
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)
More information about the MUD-Dev