[MUD-Dev] Depth of realism

Marian Griffith gryphon at iaehv.nl
Sun Nov 21 21:24:18 New Zealand Daylight Time 1999

In <URL:/archives/meow?group+local.muddev> on Thu 18 Nov, Matthew Mihaly wrote:
> On Thu, 18 Nov 1999, Mik Clarke wrote:

> Yeah, I like having to plan. You don't have to plan much in Achaea
> currently, but I've designed a fairly thorough ship and ocean system where
> planning will be essential. You'll need to crew your ship, ensure enough
> fresh water and food for them on the journey, as well as citrus fruit or
> sauerkraut to ward off scurvy. (sauerkraut will, of course, lower crew
> morale, as that stuff is nasty.)

Unless, of course, you hire german sailors.
They seem to thrive on the stuff

More topic related... The original poster seemed to equate mud gameplay
with the typical old style combat (diku)mud. From that point of view it
is indeed not necessarily productive to have greater 'realism' in a mud
unless handled well. Games  however  increasingly seem to move into the
direction of shared realities  rather than automated D&D games.  Shared
worlds require a far greater degree of realism (both consistency and in
feature richness) than combat games,  so the greater attention for rea-
lism seems reasonable to me.

Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey

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

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