1997Q2/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;Dev] Level abstractions &#45; Realism vs Game Issues -->
<!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> -->
<!--X-Date: from babe.globecomm.net [207.51.48.8] by in3.ibm.net id 867714762.102312&#45;1 Mon Jun 30 23:52:42 1997 CUT -->
<!--X-Message-Id: 199706302352.SAA11986@dfw&#45;ix6.ix.netcom.com -->
<!--X-Content-Type: text/plain -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:jlsysinc#ix,netcom.com">
</head>
<body background="/backgrounds/paperback.gif" bgcolor="#ffffff"
      text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000">

  <font size="+4" color="#804040">
    <strong><em>MUD-Dev<br>mailing list archive</em></strong>
  </font>
      
<br>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg01619.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01621.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg01612.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01563.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#01620">Author</A>
&nbsp;|&nbsp;<A HREF="#01620">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#01620">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</H1>
<HR>
<!--X-Subject-Header-End-->
<!--X-Head-of-Message-->
<UL>
<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] Level abstractions - Realism vs Game Issues</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>: Mon, 30 Jun 1997 19:47:49 -0400</LI>
</UL>
<!--X-Head-of-Message-End-->
<!--X-Head-Body-Sep-Begin-->
<HR>
<!--X-Head-Body-Sep-End-->
<!--X-Body-of-Message-->
<PRE>
&gt; From: Marian Griffith &lt;gryphon#iaehv,nl&gt;
&gt; Subject: [MUD-Dev] Level abstractions - Realism vs Game Issues
&gt; &gt; On Sun, 29 Jun 1997, Jon A. Lambert wrote:
&gt; 
&gt; &gt; &gt; Characters have two sets of stats, current and potential.  Current
&gt; &gt; &gt; stats may go up or down upon attaining a level based on age.  It's a
&gt; &gt; &gt; parabola effect.  Current Stats will increase initially until such time
&gt; &gt; &gt; as the character reaches their peak (potential).
&gt; 
&gt; I think I like this, having predefined stats that can't be exceeded. Are
&gt; you including magical and equipment wise stat increase in this as well?
&gt;

Magical equipment can effect stat limitations but this type equipment is
extremely rare.  More often magical equipment will add a bonus to a specific
skill rather than a stat.  My game world is extremely equipment poor
in the magical equipment area.
I'm not exactly sure how this will work out, but I want to link
equipment availability to an economic model.  All magical equipment
will be unique and outrageously priced.  I expect players will create 
their own magical equipment for the most part.  This may even be more 
enjoyable for the player.

The system I use, Rolemaster, becomes outrageously imbalanced, if 
modifications are applied directly to stats.  This works in the
other direction as well.  A wounded, diseased character is extremely
vulnerable.  It's not, "darn I fractured a leg".  It's "Oh my God! Someone
Help me!"  I don't believe many players will enjoy this aspect of the game.

&gt; &gt; &gt; Following this age peak stats will stabilize or degrade
&gt; 
&gt; I'm not too sure I really like this. It sort of penalises established
&gt; characters which I think can easily work against your game. Jedi used
&gt; to (still has?) a system where after a certain age a character had an
&gt; increasing chance of dying of old age.  This was a crude mechanism to
&gt; drive out old characters who had too much equipment collected and did
&gt; not loose it in the rent. Having stats degrading will likely have the
&gt; same kind of effect on characters.
&gt; 

Hmm.  I like this, but not for the same line of reasoning.  It is 
likely that aged characters will have accumulated a few of the rare
stat modifying equipment in order to stave off these effects.  
I increase the chance of catching a disease as characters age.  Unless 
"unnatural" measures are taken they will eventually catch a disease and 
succumb.  I use disease very loosely here.  An unexpected/undeserved stroke 
or heart attack would certainly fall into my disease category.  I have at 
5 categories of disease with several possible options under each of them.
It will also include, "He passed away during the night, a smile upon 
his lips"  :)  



JL

</PRE>

<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<!--X-Follow-Ups-End-->
<!--X-References-->
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg01619.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg01621.html">Re: [MUD-Dev] common server design</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg01612.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg01563.html">Re: [MUD-Dev]  Levels and XP</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#01620"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#01620"><STRONG>Thread</STRONG></A></LI>
</UL>
</LI>
</UL>

<!--X-BotPNI-End-->
<!--X-User-Footer-->
<!--X-User-Footer-End-->
<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01592" HREF="msg01592.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 30 Jun 1997, 09:08 GMT
<UL>
<LI><strong><A NAME="01596" HREF="msg01596.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 30 Jun 1997, 22:01 GMT
<UL>
<LI><strong><A NAME="01608" HREF="msg01608.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 01 Jul 1997, 03:29 GMT
<UL>
<LI><strong><A NAME="01612" HREF="msg01612.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 04:06 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01620" HREF="msg01620.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 01 Jul 1997, 06:52 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01563" HREF="msg01563.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Sat 28 Jun 1997, 10:28 GMT
<UL>
<LI><strong><A NAME="01567" HREF="msg01567.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 28 Jun 1997, 11:43 GMT
</LI>
<LI><strong><A NAME="01574" HREF="msg01574.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 28 Jun 1997, 16:53 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01559" HREF="msg01559.html">Neighborhood watch</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 28 Jun 1997, 00:00 GMT
</LI>
</UL></BLOCKQUOTE>

</ul>
<hr>
<center>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>