[MUD-Dev] Re: Levelless MUDs
matt at mpc.dyn.ml.org
Fri Jun 12 23:52:12 New Zealand Standard Time 1998
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On Mon, 8 Jun 1998, Holly Sommer wrote:
> The notion of converting to levelless MUDding is floating around
> the MUD I admin, and I am curious as to how this is done elsewhere
> (since I personally have never set foot in a levelless MUD).
> What metrics of progress are used to replace "levels"? Do players
> find this an acceptable substitute? What types of players does this
> attract? How do you handle things like spells, where caster vs.
> target level is what determines effectiveness?
As someone else said, if I recall correctly, you may already have the
constructs which you require. My own game employs stats and skills in an
interlinked, and dynamic situation (if you don't use something, it goes
down, if you do use it, it goes up, when simplified).
I suppose the key things to look at are *exactly* what is influenced by
levels, and how else you might handle it. Swap in other things which make
more 'sense' (for instance, apply a strength stat to damage instead of
level, and so forth).
Converting from level based to levelless is certainly an interesting
notion - what are your initial thoughts on how to approach it? How do you
expect the playerbase to react?
"You may say I'm a dreamer, but I'm not the only one.." -John Lennon (Imagine)
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