1997Q2/
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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>: Sun, 1 Jun 97 14:58:44 MST</LI>
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<PRE>
[Alex O:]
:So, the idea is to have a Random Quest Generator, right?  Hmmm...
:I don't think that generating whole background (towns, populations) for the sa
:of each quest is a good idea.	It will lead to object inflation.

Only if you actually store them. The generation can be virtual, as has
been sorta discussed here. Only if a player modifes the virtual stuff
does it need to become partially real.

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

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Habitat Data</STRONG>, <EM>(continued)</EM>
<ul compact>
<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
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</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
<LI><strong><A NAME="00908" HREF="msg00908.html">Re: [MUD-Dev]  Goal orienetd NPCs</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 29 May 1997, 02:59 GMT
<UL>
<LI><strong><A NAME="00923" HREF="msg00923.html">Re: [MUD-Dev]  Goal orienetd NPCs</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 29 May 1997, 13:53 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00907" HREF="msg00907.html">Re: [MUD-Dev]  Levels and Goals [was Alright..IF your gonan do</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 29 May 1997, 02:48 GMT
</LI>
</UL></BLOCKQUOTE>

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