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8245: [MUD-Dev] Re: Quest engines

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From: Hal Black <hal@moos.ml.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 5 Oct 1998 20:10:16 -0400
References: [1]
Organization: Kanga.Nu
On Mon, Oct 05, 1998 at 04:21:50PM -0500, Michael.Willey@abnamro.com wrote:
> I have been thinking through a similar scenario
> with my wife.  We called it the "Spooky/Peaceful
> Forest" scenario.  We were speculating that a persistent
> object A, when placed in location B, would cause
> the spirits of the dead to rise and haunt a specific
> area.  If the object is instead placed in location
> C, the spirits would be allowed to rest.  If we
> provided organization D, with a vested interest
> in keeping the area peaceful, and organization E,
> with a vested interest in keeping it haunted (perhaps
> they operate a toll road that a journey through
> the haunted woods would bypass?), then the two
> organizations would maintain a constant state of
> quest, as minions of the two groups tried to steal
> the object from each other or keep it from being
> stolen.
 
In other words, persistent "Capture the Flag".  Very nice, I like the
way you have hidden it in the fantasy setting.  Judging from the popularity
of this type of game in the mass population, I think it would be a great
success on your mud.