[MUD-Dev] Fair/Unfair? Scenarios (fwd)

Quzah quzah at hotmail.com
Tue Dec 21 14:50:04 New Zealand Daylight Time 1999

From: Adam Wiggins <adam at angel.com>
> On Sat, 18 Dec 1999, Quzah wrote:
> > Old Timer: "People that go up north dissapear, youngster! Stay
> >             away from them there caves!"
> > 
> > Adventurer: "Hot damn, an adventure! I'll go see why people don't
> >             come back from those caves! I'm a hero after all!"
> > 
> > One instance comes to mind...
> > 
> > Mud: DeathWish.
> > Place: Rome, the coliseum, right above the lion's pit.
> > The Text (pharaphrased):
> >     "Below lies a den of fierce lions. You doubt you could survive."
> > The player: Me.
> > The command: "down"
> > The result: DeathTrap. Lions ripped me to shreads. I was pissed.
> > The reason: I like to explore. If there is a room, I'll go there.
> Rome is a stock zone and, I'm guessing, can be found on several hundred
> Circle-based MUDs.  Talking about the low quality of stock areas is probably
> pointless: we already know that it is quite minimal. :)
> I do, however, recall my first time in that very spot.  I believe my
> thought was more along the lines of, "Lions!  Why, the lions in <some
> other zone on that mud> were worth tons of experience, this'll be great!"
> Splat.
> Adam

Which is exactly my point... you can put a warning some
place, but if it isn't really relevant to the surrounding
"world" then they aren't any good at all. 

(On a side note, that was a pretty fun place when I used to
play there (DeathWish) some years ago. It was the first place
I saw an arena system, which was again, loads of fun with
the various types of battles it had...)

But back to the issue, warning people away from places that
can slaughter them must really be in a well meshing context
of the world of they serve little purpose other than to make
the player run head long into trouble...

"Bah, lions are easy!" -- "Oh, an insta-kill-trap, how lame!"


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