[MUD-Dev] DGN: Craftier dragon and players as GMs

Travis Nixon tnixon at avalanchesoftware.com
Mon Jul 16 12:52:00 New Zealand Standard Time 2001


From: "Mathieu Castelli" <mcastell at noos.fr>
> On Jul 11 Travis Nixon wrote:

>> Allow players to control monsters, but put it on some sort of
>> advancement scale, so that in the beginning they could only play
>> the lowliest of creatures.  Obviously, some hefty logging would
>> have to be going on, because advancement would be more a matter
>> of proving you can play the system without abusing it.  Of
>> course, with enough people playing this way, it would be
>> difficult if not impossible to review all the logs,

> The question here is the same: how one moves up (or down !) the
> scale ?

> The only answer I have so far is to have players vote. In my
> problem, the GM first declares the player he's going to "master"
> and at several points in the adventure those players are getting a
> question box to quickly fill their impression on the GM.

That's pretty much all I've come up with too.  Player vote.  The
problem then becomes that the guy playing a goblin can take care to
only encounter people he knows out-of-game, and tell them to always
vote positively for him.  Actually, this you could track fairly
easily by flagging really high people as well as really low people.
But then the strategy would be to have his friends vote just high
enough for him to advance, but not high enough to set the red flags.

And trying to solve that issue sends me along threads of thought
that really just make me uncomfortable to think about.  For example,
not allowing friends to vote for each other could be loosely
accomplished by keeping track of relationship networks.  But most of
the things you could realistically base those networks on seem
rather privacy-invading. :)

Actually, though, now that I'm thinking about it, player vote
combined with heavy logging would probably work just fine for lower
levels of the monster advancement scale.  And hopefully there would
be few enough people at the higher levels that you could incorporate
some sort of review.

Damn UO for giving the players' that $10/month expectation.  And
damn everybody else for following suit. :)

(of course, that brings up a whole separate question of whether $10
a month really isn't enough to pay for good customer service...care
to chime in with some numbers here Raph?)

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