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<H1>Re: [MUD-Dev] Resets, repops and quests</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] Resets, repops and quests</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Fri, 30 May 97 08:01:36 MST</LI>
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<PRE>
[Raz:]
:&gt; It's more work, but how about something more like the
:&gt; traditional storytelling quest - find something? If your world is large
:&gt; and generated, you can pick somewhere out in the boonies and plant some
:&gt; special object. Then, you have to plant rumors, hints, etc. all over =
:the
:&gt; place, so that players have some clue as to where to go.
:
:This sort of thing makes for nicely atmospheric quests, which are
:satisfying to complete, *but*, immensely frustrating to *know* you're in
:the right place, but someone beat you to the prize.

True enough. That suggests that it would be proper to start propagating
rumours, etc. of the completion of the quest, both to give fame to whoever
did it, and to warn off other attempters as soon as possible. To me, it
would be kind of kewl to arrive just after the quest had been done, and
see the afteraffects of it. Frustrating, yes, but then you just have to
try harder on the next one!

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00979" HREF="msg00979.html">The Lessons of Lucasfilm's Habitat</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 31 May 1997, 08:31 GMT
<LI><strong><A NAME="00978" HREF="msg00978.html">Social Dimensions of Habitat's Citizenry</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 31 May 1997, 08:28 GMT
<LI><strong><A NAME="00976" HREF="msg00976.html">Habitat Data</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 31 May 1997, 08:08 GMT
<UL>
<LI><strong><A NAME="01057" HREF="msg01057.html">Re: [MUD-Dev]  Habitat Data</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Mon 02 Jun 1997, 23:55 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00952" HREF="msg00952.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 30 May 1997, 21:50 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00951" HREF="msg00951.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 30 May 1997, 21:50 GMT
</LI>
<LI><strong><A NAME="00956" HREF="msg00956.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 31 May 1997, 00:01 GMT
</LI>
<LI><strong><A NAME="01060" HREF="msg01060.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 03 Jun 1997, 02:17 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00919" HREF="msg00919.html">Re: [MUD-Dev] lots of stuff, sigh.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 May 1997, 12:56 GMT
</UL></BLOCKQUOTE>

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