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<H1>Re: [MUD-Dev] Quests</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>: Re: [MUD-Dev] Quests</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:the_logos#achaea,com">the_logos#achaea,com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 16 Apr 2000 17:23:57 +0000 (GMT)</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 Sun, 16 Apr 2000, Eli Stevens wrote:

&gt; ----- Original Message -----
&gt; From: "Raph Koster" &lt;rkoster#austin,rr.com&gt;
&gt; To: &lt;mud-dev#kanga,nu&gt;
&gt; Sent: Saturday, April 15, 2000 1:21 PM
&gt; Subject: RE: [MUD-Dev] Quests
&gt; 
&gt; &gt; I've always considered the events run on Achaea to be a model for how it
&gt; &gt; should be done, but I don't know how much time investment is required.
&gt; &gt; Asheron's Call is doing something similar, and they tell me that it IS a
&gt; &gt; huge amount of effort to carry off one large-scale, non-repeating,
&gt; &gt; consequential event every month.
&gt; 
&gt; I am not very familiar with Achaea's system, is there a post in the archives
&gt; that details it?

I don't think there is. It's not really a system either. The whole point
is to make it as un-systematic (in the eyes of the players) as possible so
that it doesn't seem repetitive. Much easier to say than do, sadly. I'm
not really sure I fully agree with Raph's compliment, but I'm willing to
accept it.

&gt; 
&gt; &gt; But how to do that? I don't know. I can write ONE. But it would take a lot
&gt; &gt; more time to write it than to play it. I can see a way to do them
&gt; &gt; periodically, with a largish staff, to a lesser level of complexity. I
&gt; don't
&gt; &gt; know how to weave it into the fabric of the world. Anyone?
&gt; 
&gt; Hmm.  This is something I had been thinking about a while back, and I have a
&gt; different tack on the branching/coming back together plot you mentioned.  It
&gt; is just a rough idea, but...  It seems to me that the purpose of quests are
&gt; to give players something interesting to do, right?  I imagine that the idea
&gt; started when someone said, "you know, killing mobs over and over is kind of
&gt; boring."  So quests break the monotony of a static gameworld.  If the
&gt; gameworld was non-static, would you need quests (as typically implemented)?

&lt;example of political systems generating conflict snipped&gt;

This is an area that I know well. Conflict between organizations, provided
your game supports them sufficiently, definitely adds a lot to a game. It
is still not a substitute for one-time quests, unfortunately. One-time
quests simply allow a degree of creativity and freedom and _uniqueness_
that so far as not been duplicated by coded, long-lasting systems, to my
knowledge. 

--matt




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<LI><STRONG><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev] Quests</A></STRONG>
<UL><LI><EM>From:</EM> "Eli Stevens" &lt;wickedgrey#wickedgrey,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Quests</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00280" HREF="msg00280.html">RE: [MUD-Dev] Quests</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Sun 16 Apr 2000, 06:17 GMT
<UL>
<LI><strong><A NAME="00288" HREF="msg00288.html">RE: [MUD-Dev] Quests</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Sun 16 Apr 2000, 15:58 GMT
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">Re: [MUD-Dev] Quests</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi#megsinet,net">ejarvi#megsinet,net</a>, Sun 16 Apr 2000, 15:59 GMT
</LI>
<LI><strong><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev] Quests</A></strong>, 
Eli Stevens <a href="mailto:wickedgrey#wickedgrey,com">wickedgrey#wickedgrey,com</a>, Sun 16 Apr 2000, 15:59 GMT
<UL>
<LI><strong><A NAME="00299" HREF="msg00299.html">Re: [MUD-Dev] Quests</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Sun 16 Apr 2000, 22:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00332" HREF="msg00332.html">Re: [MUD-Dev] Quests</A></strong>, 
Madrona Tree <a href="mailto:madronatree#hotmail,com">madronatree#hotmail,com</a>, Mon 17 Apr 2000, 05:47 GMT
<UL>
<LI><strong><A NAME="00335" HREF="msg00335.html">RE: [MUD-Dev] Quests</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Mon 17 Apr 2000, 06:40 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00274" HREF="msg00274.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Sat 15 Apr 2000, 17:21 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00241" HREF="msg00241.html">Institutionalizing human behavior (was RE: [MUD-Dev] banning the sale of items)</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 14 Apr 2000, 02:51 GMT
</LI>
</UL></BLOCKQUOTE>

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