[MUD-Dev] Logical MUD Areas

Lynx lynx at bestweb.net
Wed May 2 14:01:01 New Zealand Standard Time 2001

I've been working for sometime now on a MUD, and the problem of the
areas being logical continually pops up. Why is it that the local
military hasn't raided that goblin camp? Why haven't the goblins moved
it to prevent repeated extermination?

I was wondering what thoughts the others on this list had as far as
making areas and quests logical in that players can do them more than
once without it being absurd. (for instance, the ever repoping king
that people kill for his sword, etc.)  


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