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28638: Re: [MUD-Dev] Re: Advantage for outside skills
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From: Paul Schwanz <pschwanz@comcast.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 14 Nov 2003 09:29:23 -0500
References: [1] [2] <-newest
Organization: Kanga.Nu
"T. Alexander Popiel" wrote:
> In message: <21B26BB5102AD31194D00050049B9F5CA71509@ORIGIN-MS1>
> Jeff Fuller <jfuller@originmail.com> writes:
>> Ben Greear wrote:
>> You don't want your RPG to become a test of coding skills? Unless
>> of course your game is some kind of game involving programming :)
> How is this any different than giving advantage to those people
> with the social networking and leadership skills to be able to
> organize hunting parties and clans?
[snip]
> You don't want your RPG to become a test of social skills? Unless
> of course your game is some kind of game involving politics. :)
Ah, but you do. Because when your game inevitably runs short on
content, or when that content becomes boring or even tedious, social
bonds are your most likely source of retention, making people with
social networking skills especially valuable.
On the other hand, if you can design your game to leverage coders to
augment content, I see no reason not to have your advancement
mechanism select for coding skills as well.
--Phin
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