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<H1>[MUD-Dev] FW: [MUD-Dev] Re: let's call it a spellcraft</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</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" &lt;<A HREF="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</A>&gt;</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>
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<PRE>
&gt; From: 	Andy Cink[SMTP:ranthor#earthlink,net]
&gt; At 10:55 AM 9/25/98 -0700, "S. Patrick Gallaty" wrote:
&gt; &gt;
&gt; &gt;Stop!
&gt; &gt;The 'leveling' concept amonst adventuring muds is a 
&gt; &gt;tried and true concept.  You are doing what UO did, imo
&gt; &gt;which is to confuse playability.  There's a very good reason
&gt; &gt;why levels and level concepts work, and that simply is 
&gt; &gt;because it's an unambiguous marker of accomplishment.
&gt; 
&gt; If everyone stuck to the tried and true concepts:
&gt; A) Very few of us would still be on mud-dev
&gt; B) There would be little in the way of innovation in muds
&gt; 
&gt; Level is really just a stereotype. Stereotypes make our
&gt; lives easier, it helps us "understand" other people with
&gt; a minimum of expended effort. If you type who and see
&gt; "Bob is level 15" and you know it's a 50 level mud, you
&gt; have a good idea who Bob is already. You know where Bob
&gt; stands in relation to you. You know if Bob could likely
&gt; kill you or not in battle. This is a powerful advantage.
&gt; 
&gt; 
&gt; I personally prefer to take levels off of the who list.  That way you
&gt; still know who is on, but not what their capabilities are, unless you
&gt; have met them already.  But I disagree with the stereotype comment.
&gt; They are not a stereotype, they are a model for adventurers.  I'm sure
&gt; that you also have some model by which players gain abilities.  
&gt; 
&gt; Further which, you have a clearly defined "end" to the
&gt; game. I always hated the end of a "career" on a mud that
&gt; I liked to play. It does give a sense of accomplishment,
&gt; but then again.. what have you REALLY accomplished? The
&gt; next time they do a file wipe it counts for jack anyways.
&gt; 
&gt; 
&gt; For many players, gaining levels is the end.  All they really desire
&gt; is recognition.  There are no concrete rewards for leveling, no real
&gt; life prizes.  It just makes them feel good to be above someone else.
&gt; 
&gt; So what it boils down to, is that level is really just a
&gt; way to measure progress along a continuum. Wouldn't it be
&gt; more fun to have a large continuum, with slow continual
&gt; progression and lots to do in the meantime? Relative
&gt; power levels are all that really matter anyways, right?
&gt; If a level 15 can kill a lizardman, and my levelless char
&gt; on a levelless mud can kill a lizardman.. then what is the
&gt; difference?
&gt; 
&gt; It seems to me reliance on level is just sort of a
&gt; carryover from old muds and AD&amp;D. I know on my mud,
&gt; I've fought major wars with the immortal staff over
&gt; doing away with experience points and levels. I still
&gt; don't quite understand their totally irrational FEAR of
&gt; not having levels anymore. It's like a psychological
&gt; dependence, or something.
&gt; 
&gt; 
&gt; I have a question for you, did you get rid of hit points as well?  Is
&gt; there some method for your players to gain them as they proceed down
&gt; the course of the game?  If not, how do you explain that a person who
&gt; has just started has x number of hitpoints, where a player who has
&gt; been there a week has 3x hitpoints?  When I think about hitpoints, the
&gt; concept seems absurd.  The ability for certain people to take more
&gt; damage than others simply doesn't exist (for the most part) in the
&gt; world.  Granted, some people (boxers and the like) can take large
&gt; amounts of physical abuse.  However, there are limits to that.  And a
&gt; gunshot to the head will kill the boxer just as much as a "normal"
&gt; person.  This gunshot does the same amount of damage to both, so where
&gt; do hit points come in?
&gt; 
&gt; Before you or anyone explains to me the necessity of hit points, allow
&gt; me to explain my own position.  My mud has both levels and hitpoints.
&gt; I consider both to be models used to simplify "real" behaviors.  For
&gt; example, a person who is level 10 might have twice the number of hit
&gt; points as a person at level 1.  I explain this to myself by saying
&gt; that the level 10 person really can't take more physical damage than
&gt; the level 1, but he is simply more adept at handling himself to
&gt; minimize the effects of a blow.  So while a thief's backstab might
&gt; kill a level 1 person, the level 10 person (since knows more about
&gt; fighting) might have heard a pebble kicked behind him and turned in
&gt; such a way as to cause the blow to be less damaging.  It is easier to
&gt; do it that way, in my opinion, than to have blows do less damage as
&gt; the victims level increases.  (fractional hit point loss, etc.)
&gt; 
&gt; Levels are the same way.  A person who is level 10 will have a
&gt; generally more alert stance than a level 1 person, allowing him to do
&gt; more with the same abilities.  So he might hit harder, ride a horse
&gt; better, etc., than the poor newbie.  Going back to my example with the
&gt; gunshot to the head.  Someone of high enough level could theoretically
&gt; judge that someone with a gun aimed at them is about to shoot (seeing
&gt; their stance, seeing the muscles tighten on their  hand) and take
&gt; steps to evade, allowing him to survive a gunshot.
&gt; 
&gt; I consider hit points, levels, and all those other things to be
&gt; abstractions.  They don't exist in real life, but they make the lives
&gt; of many people easier.  It also gives the players a sense of
&gt; accomplishment.  People can point to certain benchmarks of their
&gt; character and know that they are getting somewhere.  When I play a
&gt; mortal character, I become heavily involved in role-play, to the
&gt; extent where I will not step out of character to fight a mob I know
&gt; has something I want or can give me some experience.  Yet, I still
&gt; find gaining levels to be strangely satisfying and rewarding.  
&gt; 
&gt; I would like to point out that I have nothing against level-less MUDs.
&gt; If you can come up with some kind of model that allows people who are
&gt; generally more wise in the ways of the world to have greater
&gt; abilities, then more power to you.  But for me, they make my life
&gt; easier, so I retain them.  and the end result is nearly the same.  A
&gt; level 50 person can still kill a level 15 person (under normal
&gt; conditions) and someone on a level -less mud who has spent time
&gt; developing their character can still kill a newbie.  Its just a matter
&gt; of what you prefer.
&gt; 
&gt; 
&gt; Matthew Peck
&gt; No Homepage to speak of
&gt; x96724#exmail,usma.edu  or valatar#mb2,betterbox.net
&gt; 


</PRE>

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<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 &lt;ranthor#earthlink,net&gt;</li></ul>
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<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
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</ul>
</ul>
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<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>
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</UL></BLOCKQUOTE>

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