[MUD-Dev] An Introduction
gmiller at classic-games.com
Tue Sep 21 04:01:30 New Zealand Standard Time 1999
Jeremy Music \"Sterling\" wrote:
> On Sat, 11 Sep 1999, 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.
> Ideas for a western mud that don't suck:
> You're under seige at the Alamo.
> You're laying seige to the Alamo.
> You're fighting off an indian invasion.
> You're fighting in an indian invasion.
Well, the problem all of these share is that they don't result in a
stable state, and it's pretty hard to imagine doing them in a plausible
way. Players tend to act independently, and these all call for heavy
organization. It's pretty similar to the problem with having a western
town setting where players mow down every innocent bystander for xp.
People are used to the silliness of fantasy muds, while you'd have a
harder time getting them to not laugh at the same things in a western
> Classes? Pinkerton Detective, Gunslinger, Marshall, Outlaw, etc.
> You will piss somebody off if you have indians, perhaps one of the reasons
> it hasn't really been done. The wild west just wasn't very politically
I don't see that being a problem. Depending on how you handle player
control, either they get PK'd into oblivion or you simply delete them.
Conspiracy theorists mistakenly assume others think before acting.
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