[Mud-Dev] Broken currencies

Adam Martin amsm2 at cam.ac.uk
Wed Apr 11 11:14:07 New Zealand Standard Time 2001

----- Original Message ----- 
From: "Ben Sizer" <brsizer at kylotan.eidosnet.co.uk>
To: <mud-dev at kanga.nu>
Sent: Wednesday, April 11, 2001 12:24 AM
Subject: Re: [Mud-Dev] Broken currencies

> But I came to the conclusion that the best way to deal with currency
> issues in my game would be to omit currency altogether. Keep
> everything on the barter level, and let the players decide the
> relative worth of an item, rather than me as a designer trying to
> second-guess what is going to have more utility, and thus more
> value. It makes having NPC traders a little more tricky, but not
> impossible.

Out of interest, what did you do about NPC traders?

Adam M

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