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<H1>Re: [MUD-Dev] Re: Administrative notes</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: Administrative notes</LI>
<LI><em>From</em>: Nathan Yospe &lt;<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>&gt;</LI>
<LI><em>Date</em>: Sat, 17 May 1997 09:50:25 -1000</LI>
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<PRE>
On Fri, 16 May 1997, Adam Wiggins wrote:

:Agreed with all this - however I think the vital element here is risk of
:death.  Cost of armor and weapons is an issue, true.  What keeps everyone
:in the world from being master killers is that in order to _become_ a master
:killer, you have to kill a whole lot.  If you kill a whole lot, pretty soon,
:people start coming after you and wanting you kill _you_.  Live by the sword,
:die by the sword.  If you want to run out and constantly get into
:life-or-death fights, you'll quickly become a good fighter.  But sooner
:or later it's gonna catch up with you, and most likely sooner.  I like
:combat as much as the next mudder, but I think it's been waaaay over done.
:It seems reasonable to make players pick and choose their fights; maybe
:not to the extreme you see on a MUSH, but more in that direction.  (If
:you're thinking in terms of MUSHes, then there is a different argument -
:I think combat needs to be less contrived.)

I like to think that, even for a fighter, most of the effort should go
into _avoiding_ fights... unless you think you can win, or, say, you are
providing a diversion for someone else or defending a position that needs
defending, or have been paid/ordered/offended into killing that _specific_
person.

:&gt; For example, a healer type should simply heal.   It's a bit contradictory
:&gt; to job title if that player must also go out into the world and actually
:&gt; kill.  Now, you can't have that same player sitting in the middle of town
:&gt; square healer non threatening injured players while leveling up a storm.

:Why?  Why, why, why, why?  I don't get it.
:If you want to be good at something, you do it a lot.  What is the problem
:with becoming a good healer by healing, becoming a good fighter by fighting,
:and becoming a good juggler by juggling?  You just don't like for thinks
:to make any sort of sense?

Your choice. A bit dull, but your choice. I don't see anything wrong with
choosing non combat not dangerous skills. Aside from the fact that I have
rigged my game to kill those sort of people unless they get _real_ good at
running and hiding. *grin*

:&gt; One possible solution would be to force healers to first assume the
:&gt; injuries of other players and then attempt to heal themselves; that is
:&gt; they would only be able to heal themselves.  This involves some risk, but
:&gt; a careful player could be absolved of any substantial risk.

:I forget where I first saw this, but I like it a lot.  Druids (I think)
:had self-healing skills and skills to transfer the wounds of others to
:themselves.  Very cool.

Seems to me a healer's biggest worry is failure. A healer that fails, say,
to heal some big ogre of a barbarian's brother may have some traveling to
do real soon.

:&gt; Another solution could involve metal health.  Lack of mental health could
:&gt; be equally debilitating as an equal lack of physical health.  Thus, a mage
:&gt; or cleric could cause great harm to themselves using the skills they are
:&gt; suppose to use.  Spell use would cause great strain on your mental
:&gt; faculties... and perhaps even insanity.

:Also cool, but again, I don't think it's necessary to have some sort of
:'risk of character deletion' associated with everything you try to do.
:How will you keep fishermen from becoming kick-ass by just sitting around
:and fishing all day long?  Make sharks appear every so often and swallow up
:the dock they are sitting on?   How about that seamstress, will she have
:a chance of pricking her finger with a needle and bleeding to death?
:*boggle*

Well, if the seamstress is in Ankh-Morpork, her biggest worry is certain
communicatable diseases. (Trying to remember which book the quote comes
out of... The guild of seamstresses has some large number of official
members - and two needles between the lot of them. Terry Pratchett's
Discworld, for those that don't know.)

   __    _   __  _   _   ,  ,  , ,  
  /_  / / ) /_  /_) / ) /| /| / /\            First Light of a Nova Dawn
 /   / / \ /_  /_) / \ /-|/ |/ /_/            Final Night of a World Gone
Nathan F. Yospe - University of Hawaii Dept of Physics - yospe#hawaii,edu


</PRE>

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<li><strong><A NAME="00588" HREF="msg00588.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;nightfall#inficad,com&gt;</li></ul>
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<LI><STRONG><A NAME="00397" HREF="msg00397.html">Re: [MUD-Dev] Re: Administrative notes</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;nightfall#user1,inficad.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Levels (was: Administrative notes)</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00869" HREF="msg00869.html">Re: [MUD-Dev] Re: Levels (was: Administrative notes)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 28 May 1997, 06:29 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00471" HREF="msg00471.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 15 May 1997, 00:04 GMT
</LI>
</ul>
<LI><strong><A NAME="00395" HREF="msg00395.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Mon 12 May 1997, 17:26 GMT
</LI>
<LI><strong><A NAME="00397" HREF="msg00397.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, 20:36 GMT
<UL>
<LI><strong><A NAME="00534" HREF="msg00534.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 18 May 1997, 02:43 GMT
<UL>
<LI><strong><A NAME="00588" HREF="msg00588.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Mon 19 May 1997, 10:36 GMT
<UL>
<LI><strong><A NAME="00607" HREF="msg00607.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 20 May 1997, 02:13 GMT
</LI>
<LI><strong><A NAME="00816" HREF="msg00816.html">[MUD-Dev] Re: Administrative notes</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 27 May 1997, 04:53 GMT
<UL>
<LI><strong><A NAME="00826" HREF="msg00826.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Tue 27 May 1997, 12:18 GMT
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