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<H1>Re: [MUD-Dev] Re: Administrative notes</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: Administrative notes</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 13 May 1997 00:22:05 -0400</LI>
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<PRE>
&gt; From: Marian Griffith &lt;gryphon#iaehv,nl&gt;
&gt; On Sun 11 May, Todd Lair wrote:
&gt; &gt; One possible solution would be to force healers to first assume the
&gt; &gt; injuries of other players and then attempt to heal themselves; that is
&gt; &gt; they would only be able to heal themselves.  This involves some risk, but
&gt; &gt; a careful player could be absolved of any substantial risk.
&gt; 
&gt; There is no need to force the -healer- to take any risk. If the ability
&gt; is rare and draining that's a way to deter players from being a healer.
&gt; Also, without things to heal there is little point in being a healer.
&gt; 
I use this approach with my healer profession.  A healer takes the damage 
upon themselves while healing, although to a lesser extent.  The more-skilled
the healer, the lower % of damage they incur while healing.
There are 2 other professions that 'engage' in healing and use different
methods to effect it.

&gt; If you want to follow this line of reasoning you must be prepared to
&gt; rethink the very basic premises of the game. Typically it is: create
&gt; a variety of monsters to fight and minimise the time spend between
&gt; fights to avoid players becoming too bored. But make the fight itself
&gt; challenging enough to attract players for the adrenaline rush. Also
&gt; don't bother players with inconveniences (too much) and put in enough
&gt; instruments of mayhem to placate those who want to explore and tinker
&gt; rather than kill anything that moves. As they become more successfull
&gt; they will be able to kill bigger monsters and explore new areas and
&gt; tinker with new skills.
&gt; A roleplaying game starts with: A player assumes a character in a
&gt; fantasy (or otherwise) setting and must act out the behaviour of
&gt; that character through the events the game and the other players
&gt; put her through.

Exactly.  A Roleplayer, according to my twisted view, might create a 
warrior that had a very weak strength and may also select background 
options that would have a severe impact on their combat
effectiveness (cowardice, epilepsy, etc.).  A Rollplayer *boggles* at this 
concept.  Many of todays muds preclude such a character from "developing" 
in any significant way.   Character power or perfection seems to be the
only goals.  An entire rethink of game systems is definately in order.
 
JL


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<li><strong><A NAME="00427" HREF="msg00427.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> silovic#srce,hr (Miroslav Silovic)</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00388" HREF="msg00388.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 12 May 1997, 10:08 GMT
<UL>
<LI><strong><A NAME="00391" HREF="msg00391.html">Distribution of Exp [was Re: Administrative notes]</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 12 May 1997, 13:07 GMT
</LI>
<LI><strong><A NAME="00399" HREF="msg00399.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 12 May 1997, 20:53 GMT
<UL>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Tue 20 May 1997, 07:29 GMT
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</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00420" HREF="msg00420.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 13 May 1997, 11:10 GMT
<UL>
<LI><strong><A NAME="00427" HREF="msg00427.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Tue 13 May 1997, 15:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00421" HREF="msg00421.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 13 May 1997, 11:39 GMT
<UL>
<LI><strong><A NAME="00485" HREF="msg00485.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 16 May 1997, 01:07 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00439" HREF="msg00439.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 14 May 1997, 02:39 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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