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11090: Re: [MUD-Dev] An Introduction

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From: Mik Clarke <mikclrk@ibm.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 08 Sep 1999 20:43:03 +0000
References: [1]
Organization: Kanga.Nu
Caliban Tiresias Darklock wrote:
> 
> On 05:19 PM 9/7/1999 -0700, I personally witnessed Hess, Ian (Ian) *CTR*
> jumping up to say:
> >
> >       Should a designer attempt to curtail "dark" content (as might be
> >found in a story or atmosphere driven Cthulhu, Masquerade, or perhaps Kult
> >tabletop RPG) for either reasons of limiting the prospective audience, or
> >the difficulties in verifying the age of the players?
> 
> Personally, I would say no. While there is a vast array of horror games out
> there, most of them suck. I am *starved* for a really, really GOOD
> horror-themed game. I don't think I'm alone in this. I would note, however,
> that good horror is hard in *any* setting... let alone a nonlinear and/or
> freely explored setting.

CthulhuMud welcomes your suggestions (and if our server was running
would
be happy to welcome you).  What do you feel makes a good horror game? 
Would
a limited risk of permadeath help? (Normally not through combat, but
certain
monsters and certain spells might get the affect.)  I'm trying to think
of
ways to make it scarier (reduce predictability/increase risk)...

Mik



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