[MUD-Dev] MUD universe

Felix A. Croes felix at xs1.simplex.nl
Sun Aug 31 22:55:45 New Zealand Standard Time 1997


coder at ibm.net wrote:
> On 28/08/97 at 09:33 AM, "Felix A. Croes" <felix at xs1.simplex.nl> said:
>
> >Removing resets leads towards a mud ecology, as far as killing
> >monsters is concerned.  But if quests do not reset, it means that you
> >can only do them once.  But that implies that a quest can only be
> >solved by a single person, unless each solved quest forks off a new
> >alternate universe: one in which this particular player has solved
> >the quest.
>
> Not true.  This was discussed recently in the recet-less game thread
> that AlexO started.  Many systems were postulated to create quests
> that regenerated, yet were not constant or predictable.  

What I wrote was carelessly worded.  I meant to introduce the idea of
creating parallel universes as an alternative to those systems, which
I described as "ecologies".  For my own mud, I use both.


>[...]
> Nathan does much along this line.

So I learned.  I can only applaud his good ideas. :)

Felix Croes



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