[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers

Brandon J. Rickman ashes at pc4.zennet.com
Wed Sep 2 19:05:19 New Zealand Standard Time 1998


On Tue, 25 Aug 1998, Travis Casey wrote:
> The moral, to the extent that there is one, is that you should
> decide up front what you want players to do in your mud, then design
> the mud to encourage doing that.  If there are things you don't want
> done, then design the mud to discourage doing those things.

I propose to discourage player combat.

"If you don't want combat, don't code it."

Discourage, not eliminate.

"Then what are players supposed to do?"

Become tailors.

"That isn't any fun."

Why isn't it fun?

"Because you can't compete with other players.  It isn't realistic."

That depends on the type of people playing.

"No one wants to play that type of game.  People want to do things they
don't normally do in their everyday lives."

Okay, so my game is for the criminally violent and insane.  Since they
_are_ surrounded by death and violence in their everyday lives it will be
fun for them to take on mundane roles like tailoring and fishing.

[The person in quotes does not represent Mr. Casey.]

- Rickman






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