<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft --> <!--X-From-R13: "Brpx, [nggurj k96724p1" <k96724Nrkznvy.hfzn.nezl.zvy> --> <!--X-Date: Fri, 25 Sep 1998 19:14:40 -0700 --> <!--X-Message-Id: AF02FD48C411D211868400E0291AAB2C3DD15E@EXMAIL10-1 --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:x96724#exmail,usma.army.mil"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01241.html">Previous</a> | <a href="msg01243.html">Next</a> ] Thread: [ <a href="msg01265.html">Previous</a> | <a href="msg01248.html">Next</a> ] Index: [ <A HREF="author.html#01242">Author</A> | <A HREF="#01242">Date</A> | <A HREF="thread.html#01242">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft</LI> <LI><em>From</em>: "Peck, Matthew x96724c1" <<A HREF="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</A>></LI> <LI><em>Date</em>: Fri, 25 Sep 1998 22:18:39 -0400</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > From: Andy Cink[SMTP:ranthor#earthlink,net] > At 10:55 AM 9/25/98 -0700, "S. Patrick Gallaty" wrote: > > > >Stop! > >The 'leveling' concept amonst adventuring muds is a > >tried and true concept. You are doing what UO did, imo > >which is to confuse playability. There's a very good reason > >why levels and level concepts work, and that simply is > >because it's an unambiguous marker of accomplishment. > > If everyone stuck to the tried and true concepts: > A) Very few of us would still be on mud-dev > B) There would be little in the way of innovation in muds > > Level is really just a stereotype. Stereotypes make our > lives easier, it helps us "understand" other people with > a minimum of expended effort. If you type who and see > "Bob is level 15" and you know it's a 50 level mud, you > have a good idea who Bob is already. You know where Bob > stands in relation to you. You know if Bob could likely > kill you or not in battle. This is a powerful advantage. > > > I personally prefer to take levels off of the who list. That way you > still know who is on, but not what their capabilities are, unless you > have met them already. But I disagree with the stereotype comment. > They are not a stereotype, they are a model for adventurers. I'm sure > that you also have some model by which players gain abilities. > > Further which, you have a clearly defined "end" to the > game. I always hated the end of a "career" on a mud that > I liked to play. It does give a sense of accomplishment, > but then again.. what have you REALLY accomplished? The > next time they do a file wipe it counts for jack anyways. > > > For many players, gaining levels is the end. All they really desire > is recognition. There are no concrete rewards for leveling, no real > life prizes. It just makes them feel good to be above someone else. > > So what it boils down to, is that level is really just a > way to measure progress along a continuum. Wouldn't it be > more fun to have a large continuum, with slow continual > progression and lots to do in the meantime? Relative > power levels are all that really matter anyways, right? > If a level 15 can kill a lizardman, and my levelless char > on a levelless mud can kill a lizardman.. then what is the > difference? > > It seems to me reliance on level is just sort of a > carryover from old muds and AD&D. I know on my mud, > I've fought major wars with the immortal staff over > doing away with experience points and levels. I still > don't quite understand their totally irrational FEAR of > not having levels anymore. It's like a psychological > dependence, or something. > > > I have a question for you, did you get rid of hit points as well? Is > there some method for your players to gain them as they proceed down > the course of the game? If not, how do you explain that a person who > has just started has x number of hitpoints, where a player who has > been there a week has 3x hitpoints? When I think about hitpoints, the > concept seems absurd. The ability for certain people to take more > damage than others simply doesn't exist (for the most part) in the > world. Granted, some people (boxers and the like) can take large > amounts of physical abuse. However, there are limits to that. And a > gunshot to the head will kill the boxer just as much as a "normal" > person. This gunshot does the same amount of damage to both, so where > do hit points come in? > > Before you or anyone explains to me the necessity of hit points, allow > me to explain my own position. My mud has both levels and hitpoints. > I consider both to be models used to simplify "real" behaviors. For > example, a person who is level 10 might have twice the number of hit > points as a person at level 1. I explain this to myself by saying > that the level 10 person really can't take more physical damage than > the level 1, but he is simply more adept at handling himself to > minimize the effects of a blow. So while a thief's backstab might > kill a level 1 person, the level 10 person (since knows more about > fighting) might have heard a pebble kicked behind him and turned in > such a way as to cause the blow to be less damaging. It is easier to > do it that way, in my opinion, than to have blows do less damage as > the victims level increases. (fractional hit point loss, etc.) > > Levels are the same way. A person who is level 10 will have a > generally more alert stance than a level 1 person, allowing him to do > more with the same abilities. So he might hit harder, ride a horse > better, etc., than the poor newbie. Going back to my example with the > gunshot to the head. Someone of high enough level could theoretically > judge that someone with a gun aimed at them is about to shoot (seeing > their stance, seeing the muscles tighten on their hand) and take > steps to evade, allowing him to survive a gunshot. > > I consider hit points, levels, and all those other things to be > abstractions. They don't exist in real life, but they make the lives > of many people easier. It also gives the players a sense of > accomplishment. People can point to certain benchmarks of their > character and know that they are getting somewhere. When I play a > mortal character, I become heavily involved in role-play, to the > extent where I will not step out of character to fight a mob I know > has something I want or can give me some experience. Yet, I still > find gaining levels to be strangely satisfying and rewarding. > > I would like to point out that I have nothing against level-less MUDs. > If you can come up with some kind of model that allows people who are > generally more wise in the ways of the world to have greater > abilities, then more power to you. But for me, they make my life > easier, so I retain them. and the end result is nearly the same. A > level 50 person can still kill a level 15 person (under normal > conditions) and someone on a level -less mud who has spent time > developing their character can still kill a newbie. Its just a matter > of what you prefer. > > > Matthew Peck > No Homepage to speak of > x96724#exmail,usma.edu or valatar#mb2,betterbox.net > </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01248" HREF="msg01248.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong> <ul compact><li><em>From:</em> Andy Cink <ranthor#earthlink,net></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01241.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01243.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01265.html">[MUD-Dev] Re: FPL: Another embeddable bytecoded scripting language</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01248.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01242"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01242"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Unix is a mud (Re: Ugh, IS Diablo a mud?)</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="01314" HREF="msg01314.html">[MUD-Dev] Re: Unix is a mud (Re: Ugh, IS Diablo a mud?)</A></strong>, Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Sun 27 Sep 1998, 19:54 GMT </LI> </ul> </ul> </LI> <LI><strong><A NAME="01269" HREF="msg01269.html">[MUD-Dev] MCP/2.1 client-server message protocol...</A></strong>, Andrew Wilson <a href="mailto:andrew#aaaaaaaa,demon.co.uk">andrew#aaaaaaaa,demon.co.uk</a>, Sat 26 Sep 1998, 17:42 GMT <LI><strong><A NAME="01257" HREF="msg01257.html">[MUD-Dev] Re: FPL: Another embeddable bytecoded scripting language</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 26 Sep 1998, 06:09 GMT <UL> <LI><strong><A NAME="01265" HREF="msg01265.html">[MUD-Dev] Re: FPL: Another embeddable bytecoded scripting language</A></strong>, The Arrow <a href="mailto:arrow#trelleborg,mail.telia.com">arrow#trelleborg,mail.telia.com</a>, Sat 26 Sep 1998, 15:54 GMT </LI> </UL> </LI> <LI><strong><A NAME="01242" HREF="msg01242.html">[MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft</A></strong>, Peck, Matthew x96724c1 <a href="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</a>, Sat 26 Sep 1998, 02:14 GMT <UL> <LI><strong><A NAME="01248" HREF="msg01248.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Sat 26 Sep 1998, 03:51 GMT <UL> <LI><strong><A NAME="01251" HREF="msg01251.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Sat 26 Sep 1998, 04:39 GMT </LI> <LI><strong><A NAME="01252" HREF="msg01252.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Matthew R. Sheahan <a href="mailto:chaos#crystal,palace.net">chaos#crystal,palace.net</a>, Sat 26 Sep 1998, 04:47 GMT <UL> <LI><strong><A NAME="01254" HREF="msg01254.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 26 Sep 1998, 05:45 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>