[MUD-Dev] Re: PK and my "Mobless MUD" idea
J C Lawrence
claw at under.engr.sgi.com
Wed May 6 10:46:49 New Zealand Standard Time 1998
On Fri, 1 May 1998 11:57:24 -0700 (PDT)
Adam Wiggins<adam at angel.com> wrote:
> On Fri, 1 May 1998, J C Lawrence wrote:
>> Caliban Tiresias Darklock<caliban at darklock.com> wrote: > ...Some of
>> the suggested rules would be like, Eldar the Everstrong > creates
>> the mighty Sword of Dragon Slaying, which will decapitate > any
>> dragon with one swing! So he offers it to Bob the Wimpy, only to >
>> receive the message "You cannot give an item of this power directly
>> > to a player." So he goes, fine, I'll leave it somewhere and tell
>> Bob > to come and get it! Then he goes to drop the mighty sword in
>> a room, > and receives the message "This item is far too powerful
>> to be left > unguarded." So he has to construct a big powerful
>> monster to guard > it, which he does, and then drops the monster in
>> the > room. Cunningly, he then tells the monster to leave, but the
>> monster > refuses -- he's on guard duty! So Eldar tries to kill
>> the monster, > but is told that he cannot directly assist in the
>> destruction of his > own guardians. And so on. And so forth.
>> First thought:
>> 1) Create super-weapon, and put guard on it. 2) Create slightly
>> less super weapon and put slightly wimpier guard on it. 3) Repeat
>> #2 until until both weapon and guard are easily killable by newbie
>> 4) Sic newbie on bottom level guard/weapon. 5) Newbie uses each
>> new weapon on next higher guard. 6) See Newbie with super-weapon!
>> 7) Run newbie! Run!
> I believe you just described almost every hack-n-slash in existence,
> mud or otherwise.
> Of course, this opens the door wide open for what is practical
> another game going on above the regular players' heads. Feuding
> gods raining fire on each others creations, trying to gain followers
> by leading potential recruits on quests for powerful artifacts (see
> JC's quote above), and so forth. Could really kick ass, and the
> best part is that you'd get a constantly changing and expanding mud
> without requiring any special fractal algorithms or random room
> generation - just a handful of fevret players.
What is to prevent such gods from creating a simple monotonoous series
of rooms, connected by doors corridor style. Each room contains a
weapon and a guard one step up from the one before...
We're looking at the minimal case for a hack-n-slash. The problem is
that the minimal case is unplayable.
J C Lawrence Internet: claw at null.net
(Contractor) Internet: coder at ibm.net
---------(*) Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
MUD-Dev: Advancing an unrealised future.
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