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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>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Tue, 01 Jul 97 17:49:34 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In <Pine.GSO.3.96.970626181112.29959I-100000@tay>, on 06/26/97
at 03:35 PM, Martin Keegan <martin#cam,sri.com> said:
>On Tue, 24 Jun 1997 clawrenc#cup,hp.com wrote:
>> >On Wed, 18 Jun 1997 clawrenc#cup,hp.com wrote:
>>
>> >> Bubba of house X got special object Y.
>> >>
>> >> Therefore it is reasonable for Boffo of house X to later have
>> >> Y despite being a newbie.
>> >>
>> >> How about abilities gamed by players? Did they cross reflect to other
>> >> members of the house? I can also see this forming the basis of more
>> >> 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.
Bubba Jones learns how to tie gordian knots. Is it not reasonable
that Boffo Jones might have s horter learning curve at tieing gordian
knots, if not know it automatically (as taught by Bubba)?
>> >YES! The clan stuff gets interesting. Running more than one house
>> >will be disallowed, but if a house takes a newbie under its wing, and
>> >the newbie starts to grow strong, he may eventually take over the
>> >house when its original player leaves.
>>
>> I can also see a lot of interest value if you allow houses to recruit
>> other players to be members of their house. You then, by extension,
>> almost get the concept of a house as clan, with player characters as
>> 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.
What *sort* of monster? Lets have some details here... I have a
suspicion that some would like that raging (and others flee like
curdled lemmings before the Great God GooGoo's flatulence).
>> This also opens the interesting spectre of a player character being a
>> 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.
Which was my thought. You have just added implicit politics. (Mix in
a Rank points system usch as I recently described and it could get
*really* interesting.)
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] "short" Introductory Message (fwd)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00158" HREF="msg00158.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Thu 17 Jul 1997, 07:05 GMT
<UL>
<LI><strong><A NAME="00174" HREF="msg00174.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 18 Jul 1997, 07:56 GMT
<UL>
<LI><strong><A NAME="00372" HREF="msg00372.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Mon 04 Aug 1997, 18:32 GMT
<UL>
<LI><strong><A NAME="00495" HREF="msg00495.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 19:55 GMT
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<LI><strong><A NAME="00022" HREF="msg00022.html">Re: [MUD-Dev] Life</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:54 GMT
<LI><strong><A NAME="00021" HREF="msg00021.html">Re: [MUD-Dev] Mob AI</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:50 GMT
<LI><strong><A NAME="00020" HREF="msg00020.html">Re: [MUD-Dev] Hardcore server design</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 07:36 GMT
<LI><strong><A NAME="00018" HREF="msg00018.html">Re: [MUD-Dev] common server design</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 04:19 GMT
<UL>
<LI><strong><A NAME="00080" HREF="msg00080.html">Re: [MUD-Dev] common server design</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 06 Jul 1997, 00:59 GMT
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