[MUD-Dev] Re: Storytelling vs. Simulationist (Was Re: Room de scriptions)

Koster Koster
Sat Oct 3 10:55:48 New Zealand Daylight Time 1998

> -----Original Message-----
> From: ApplePiMan at aol.com [mailto:ApplePiMan at aol.com]
> Sent: Saturday, October 03, 1998 3:06 AM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: Storytelling vs. Simulationist (Was Re: Room
> descriptions)
> >> Of course there does... but not to the degree of having 
> one human whose 
> >> primary purpose is providing plot for every four or five 
> players in the 
> >> game. Much of the storytelling problem of GM'ing can be 
> offloaded to a 
> >> computer system with careful planning and ingenuity.

Missed this the first time around--but in any case--there's no question
that you can get by with less admins. There are MANY systems out there
for story generation and quest management... just damn few are in muds.
Plenty of "quest engines" and "storytelling engines" have been
designed--heck, I've designed three myself.


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