[MUD-Dev] Character development [was Re: ]
matt at mpc.dyn.ml.org
Thu Apr 16 03:07:06 New Zealand Standard Time 1998
On Tue, 14 Apr 1998 s001gmu at nova.wright.edu wrote:
> On Tue, 14 Apr 1998, J C Lawrence wrote:
> > On Mon, 13 Apr 1998 17:00:55 PST8PDT
> > Cimri <cimri1 at gte.net> wrote:
> > > J C Lawrence wrote:
> > >> On Thu, 9 Apr 1998 19:40:32 Travis Casey wrote:
> > > Forget built-in pre-defined guilds. Throw 'em out. They don't
> > > fix anything. They often, if not always, reinforce the class
> > > systems I also don't like. Away with them!
> > My temptation would be to do nothing, watch carefully what the players
> > attempt to do for themselves, and then gradually start backing their
> > efforts with code.
> One large problem to overcome is the players who wander over from other
> muds and see no guilds. The first thing they are going to do is call for
> guilds, and push towards them. Not because they solve a problem, but
> because that is what they are used to. You have to find a way to
> eliminate the guild-bias of previous mud players in order for something
> (dare I say?) pure to emerge.
So true. This is something I'll be facing, and because my world is in many
ways different to what you might call a 'typical mud' (for instance the
way guilds are handled, and the fact that there are no levels, and there
is no exp, and barter is common rather than universal currency), players
will be required to complete a quiz showing that they have read certain
(relatively brief) key documents. Failure to answer enough questions
correctly will bump you back with more to read. Not a perfect measure of
course, but a handy filter, to my eyes.
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