[MUD-Dev] An Introduction

Matthew Mihaly diablo at best.com
Mon Sep 13 15:49:58 New Zealand Standard Time 1999

> On Sat, 11 Sep 1999 02:12:16 -0500, Greg Miller wrote:
> ))I'd like to see a good western. The hard part is providing something fun
> ))to do without requiring hand-made quests or violating the western theme
> ))by allowing people to kill by the hundreds the way we do on
> ))fantasy-themed muds. There just isn't enough room for a couple hundred
> ))gunfighters in one western town.
> ))-- 
> ))
> How about something based on Deadlands?  It's one of the top two or
> three selling rpgs, I've heard, and looks kind of interesting.  Not
> classical old west, o 'course, but has dark elements that might
> overlap the two threads of this discussion.

*chuckling to himself* I remember trying to design a wild west kind of
game with a couple other people. We had a good time coming up with ideas
for skills (we would have used the same skill system as Achaea, where you
get skills that have 20-50 abilities in it that are related somehow). We
had skills like "whoring", and "chewing" (for tobacco! Naturally, as you
got higher in the skill, you could spit your chew juice more
accurately),drinking, riding, gunfighting, etc. In the end though, we
couldn't come up with enough abilities that we thought people would pay
for, so we scrapped the idea. It was a ton of fun and laughs trying to
come up with the abilities and skills though.

MUD-Dev maillist  -  MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list