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<H1>[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></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: let's call it a spellcraft</LI>
<LI><em>From</em>: Travis Casey &lt;<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>&gt;</LI>
<LI><em>Date</em>: Sat, 26 Sep 1998 14:20:44 -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>
On 25 September 1998, Adam Wiggins wrote:
&gt; On Fri, 25 Sep 1998, Travis Casey wrote:

&gt;&gt; [researching spells offline]

&gt; Note that this also means that any descent "powerplayer" will have 5 or 10
&gt; mage characters constantly researching spells.  There should probably
&gt; be some tradeoff between online and offline time to make this happen.

There is a tradeoff -- online time would be needed to gain experience and
increase your character's magical skills, while offline time can be
used for magical research.  Thus, you'd have to build a character up
to a decent power level before having him/her start doing magical
research.  Also, spell research should, IMHO, cost money and sometimes
require strange items.  Thus, a magical researcher needs to have some
source of income and some way of getting those items.  (Note that this
doesn't have to be adventuring... an experienced mage could set
him/herself up doing research, then sell the new spells to other
characters, and hire other characters to get the items for him/her.)

To some extent, this is a general problem... I don't like players
having multiple characters, period.  When/if I ever have time to
implement my ideas in a mud, I plan on using a MUSH-style registration
system, which should help cut down on problems with multiple
characters.

One last thought... the fact that someone, somewhere, has invented a
spell doesn't mean that you can use it.  For a player to do this with
multiple characters, he/she would have to have the characters trade
spells often.  This sort of activity could be monitored via a log, and
suspicious things looked out for.

&gt; Actually, it would be extremely cool if at least the basic form of
&gt; every spell existed somewhere.  For example, the 'raise dead' effect
&gt; which you mention could occur in spooky dungeons or ancient crypts
&gt; automatically.  (So if someone gets killed inside it, that's one more
&gt; undead warrior to fight future adventurers...)  Players would eventually
&gt; learn that any effect they see in the 'regular' mud world can be duplicated,
&gt; and then enhanced, through their own spells.

Every spell might exist somewhere, but some of them might still not be
"natural"... for example, a tomb might have that property because the
god of death gave it to it.

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)




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<LI><STRONG><A NAME="01226" HREF="msg01226.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;adam#angel,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: let's call it a spellcraft</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01137" HREF="msg01137.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Wed 23 Sep 1998, 15:33 GMT
<UL>
<LI><strong><A NAME="01210" HREF="msg01210.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Fri 25 Sep 1998, 04:31 GMT
<UL>
<LI><strong><A NAME="01211" HREF="msg01211.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>, Fri 25 Sep 1998, 05:00 GMT
</LI>
<LI><strong><A NAME="01226" HREF="msg01226.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 25 Sep 1998, 18:30 GMT
<UL>
<LI><strong><A NAME="01270" HREF="msg01270.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sat 26 Sep 1998, 18:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01237" HREF="msg01237.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 25 Sep 1998, 23:24 GMT
<UL>
<LI><strong><A NAME="01239" HREF="msg01239.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, 00:03 GMT
</LI>
<LI><strong><A NAME="01243" HREF="msg01243.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 26 Sep 1998, 02:32 GMT
<UL>
<LI><strong><A NAME="01245" HREF="msg01245.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, 02:58 GMT
</LI>
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