1997Q2/
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<H1>Re: [MUD-Dev] Life</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] Life</LI>
<LI><em>From</em>: Martin Keegan &lt;<A HREF="mailto:martin#cam,sri.com">martin#cam,sri.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 26 Jun 1997 18:33:39 +0100 (BST)</LI>
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<PRE>
On Tue, 24 Jun 1997 clawrenc#cup,hp.com wrote:

&gt; &gt;On Wed, 18 Jun 1997 clawrenc#cup,hp.com wrote:
&gt; 
&gt; &gt;&gt;   Bubba of house X got special object Y.
&gt; &gt;&gt; 
&gt; &gt;&gt;   Therefore it is reasonable for Boffo of house X to later have 
&gt; &gt;&gt;     Y despite being a newbie.
&gt; &gt;&gt; 
&gt; &gt;&gt; How about abilities gamed by players?  Did they cross reflect to other
&gt; &gt;&gt; members of the house?  I can also see this forming the basis of more
&gt; &gt;&gt; interesting clan and political battles.  

No - the abilities don't pass round to other players. All the players in a
house are separate entities, but they can share the benefits of their
house. Most of them tend to be the same human anyway. A house is like a
family.
 
&gt; &gt;YES! The clan stuff gets interesting. Running more than one house
&gt; &gt;will be disallowed, but if a house takes a newbie under its wing, and
&gt; &gt;the newbie starts to grow strong, he may eventually take over the
&gt; &gt;house when its original player leaves.
&gt; 
&gt; I can also see a lot of interest value if you allow houses to recruit
&gt; other players to be members of their house.  You then, by extension,
&gt; almost get the concept of a house as clan, with player characters as
&gt; actively sought after and even contested resource for houses.

During the Eclipse discussions, this idea grew rapidly from a fun thought
experiment to a raging monster that had to be tamed to prevent it from
permeating every aspect of the game.
 
&gt; This also opens the interesting spectre of a player character being a
&gt; member of two houses, or even an honourary member of non-primary

The motivation for it was to deal with multi-charring, longevity and
advancement. Once you have non-primary membership of other houses, it gets
interesting

&gt; houses.  Add small doses of treachery, treason, and betrayal
&gt; (guaranteed with human players, but also easy to stir up) and you have
&gt; the beginnings of a real political system.
 
&gt; &gt;You've got the picture. BTW, Kill the Keegans was actually the name
&gt; &gt;of a VB game written in 1994 by someone who didn't like me much. 
&gt; 
&gt; Yup.  I played it back when my then SO (she of the very short
&gt; downtime) ran a Windows hawking BBS.

Scarily, I parsed SO as SysOp on the first pass. That downtime euphemism
is ... erm :) "Is the game down" - "No, it's differently up." KK3.0 was
available from my ftp site for about a year until the machine was stolen.

Mk


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<LI><STRONG><A NAME="01482" HREF="msg01482.html">Re: [MUD-Dev] Life</A></STRONG>
<UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Life</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01480" HREF="msg01480.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 25 Jun 1997, 06:14 GMT
</LI>
</ul>
<LI><strong><A NAME="01345" HREF="msg01345.html">[MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 19 Jun 1997, 00:45 GMT
<UL>
<LI><strong><A NAME="01355" HREF="msg01355.html">Re: [MUD-Dev] Life</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Thu 19 Jun 1997, 17:16 GMT
<UL>
<LI><strong><A NAME="01482" HREF="msg01482.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 25 Jun 1997, 06:37 GMT
<UL>
<LI><strong><A NAME="01540" HREF="msg01540.html">Re: [MUD-Dev] Life</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Fri 27 Jun 1997, 00:34 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00983" HREF="msg00983.html">Re: [MUD-Dev]  Spoken Languages &amp; Food [was RP thesis...]</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 01 Jan 1970, 13:47 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00957" HREF="msg00957.html">Re: [MUD-Dev]  Spoken Languages &amp; Food [was RP thesis...]</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 31 May 1997, 00:04 GMT
</LI>
<LI><strong><A NAME="00988" HREF="msg00988.html">Re: [MUD-Dev]  Spoken Languages &amp; Food [was RP thesis...]</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 31 May 1997, 14:04 GMT
<UL>
<LI><strong><A NAME="01071" HREF="msg01071.html">Re: [MUD-Dev]  Spoken Languages &amp; Food [was RP thesis...]</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 03 Jun 1997, 05:31 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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