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18852: Re: [Mud-Dev] Broken currencies

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From: "Adam Martin" <amsm2@cam.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 11 Apr 2001 11:14:07 +0100
References: [1] [2] <-newest
Organization: Kanga.Nu
----- Original Message ----- 
From: "Ben Sizer" <brsizer@kylotan.eidosnet.co.uk>
To: <mud-dev@kanga.nu>
Sent: Wednesday, April 11, 2001 12:24 AM
Subject: Re: [Mud-Dev] Broken currencies

> But I came to the conclusion that the best way to deal with currency
> issues in my game would be to omit currency altogether. Keep
> everything on the barter level, and let the players decide the
> relative worth of an item, rather than me as a designer trying to
> second-guess what is going to have more utility, and thus more
> value. It makes having NPC traders a little more tricky, but not
> impossible.

Out of interest, what did you do about NPC traders?

Adam M

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