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9793: Re: [MUD-Dev] Elder Games

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From: "B. Scott Boding" <sboding@fcicom.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 15 Mar 1999 08:11:15 -0800
References: [1]
Organization: Kanga.Nu
"Koster, Raph" wrote:
> 
> > From: Caliban Tiresias Darklock [mailto:caliban@darklock.com]
> > Sent: Saturday, March 13, 1999 10:03 PM
> 
> > On 03:22 AM 3/14/99 +0000, I personally witnessed Kylotan
> > jumping up to say:
> > >I think one solution is to try and make it so your system does not allow
> any
> > >single character to master all the different elements to your game.
> > >Restricting characters to a single class is the classic example of this
> > >(although I personally dislike such an approach). A warrior can never be
> a
> > >master magic-user, priest, assassin or so on.
> >
> > But then you reach the same problem. You have a player whose character can
> > never advance further. Now what does he do? Throw it out and start over?
> As if.
> 
> No, allow them to change, by sacrificing some part of what they have now
> (eg, I'm bored with my flobbitz skill, so I'll give up on it and get back
> the points expended on it so I can go learn goober skill instead).
> 
> This still, btw, only postpones the inevitable exhaustion of all the game's
> mechanics.
> 

I've seen situations where the only way to become certain classes is to reach a
certain level and then abandon all exp and start at level 1 again. The new class
had additional qualities though that made it more powerful.

It seems though that the problem doesn't necessarily lie in how to give the
character more characteristic to enhance, but to provide the player with more
challenges and exploring. I suppose this becomes a situation though of trying to
lay the track before the train gets there. I've always wanted to try and develop
a self-expanding universe, but I've never had the time to build something like
that. Has anyone toyed with that concept?

	-Scott



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