[MUD-Dev] Economy

Travis Casey efindel at earthlink.net
Wed Dec 12 22:36:50 New Zealand Daylight Time 2001

On Wednesday 12 December 2001 6:21, Koster, Raph wrote:
>> From: Travis Casey

>> And now for some semi-insane, possibly demented, quite probably
>> unworkable, ideas:

>>  - Have different classes advance in different ways.  For
>>  example, in the paper RPGs Bushido and Fantasy Wargaming, there
>>  are multiple types of experience points.  Killing things gets XP
>>  that can raise your level as a warrior; doing magic gets XP that
>>  can raise your level as a wizard; and so on.

>> This leads to the question: What should smiths, tailors,
>> merchants, etc. get their "type" of XP for?  Here's more
>> semi-insane answers:

>>  - Questing.  You could have smith's quests, tailor's quests,
>>  whatever's quests.[snip] - Use.  Imagine a smith getting XP
>>  every time someone uses one of his/her swords to kill
>>  something. [snip]

>>  - Sales.  Take the old D&D viewpoint -- you get XP for making >>
>>  money.[snip]

> This is how SWG's advancement works, in fact. A bunch of XP types,
> and we've got a few more things that grant XP beyond the three you
> listed. You pay the earned XP to purchase a skill box

And I was inspired to come up with the idea from my knowledge of
paper RPGs... weren't you one of the folks saying that paper RPGs
aren't all that relevant, Raph?  ;-)

       |\      _,,,---,,_     Travis S. Casey  <efindel at earthlink.net>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
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