[MUD-Dev] An Introduction
mikclrk at ibm.net
Wed Sep 8 20:43:03 New Zealand Standard Time 1999
Caliban Tiresias Darklock wrote:
> On 05:19 PM 9/7/1999 -0700, I personally witnessed Hess, Ian (Ian) *CTR*
> jumping up to say:
> > Should a designer attempt to curtail "dark" content (as might be
> >found in a story or atmosphere driven Cthulhu, Masquerade, or perhaps Kult
> >tabletop RPG) for either reasons of limiting the prospective audience, or
> >the difficulties in verifying the age of the players?
> Personally, I would say no. While there is a vast array of horror games out
> there, most of them suck. I am *starved* for a really, really GOOD
> horror-themed game. I don't think I'm alone in this. I would note, however,
> that good horror is hard in *any* setting... let alone a nonlinear and/or
> freely explored setting.
CthulhuMud welcomes your suggestions (and if our server was running
be happy to welcome you). What do you feel makes a good horror game?
a limited risk of permadeath help? (Normally not through combat, but
monsters and certain spells might get the affect.) I'm trying to think
ways to make it scarier (reduce predictability/increase risk)...
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