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<H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</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] Level abstractions - Realism vs Game Issues</LI>
<LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Fri, 4 Jul 1997 22:31:09 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:caffeine#unreal,org">caffeine#unreal,org</A></LI>
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<PRE>
> On Fri, 4 Jul 1997 clawrenc#cup,hp.com wrote:
> > at 01:36 AM, Matt Chatterley <root#mpc,dyn.ml.org> said:
> >> On Wed, 2 Jul 1997 clawrenc#cup,hp.com wrote:
> >>
> >> Causing any effect within the game increases your own liability
> >> to have that same effect created on you.
>
> >Thats really, really, really evil. :)
>
> Thanks.
I love the way that all the best mud designers (on all levels - from
server level coders to area builders) are really evil b*stards. :)
> >You could do it more as generalisations (ie, split magic into strands
> >such as elements, and have using one strand increase your liability
> >to spells in that strand), to make it a little subtler than being
> >"directly" tied to each spell - but I do have a vaguely similar rule
> >in mind, more a generalisation of the above.
>
> I have some general ideas in this area, (I think I posted on them
> earlier). The basics are making magi, energy, and everything else
> more or less abide by the standard conservation of energy etc laws,
> and the concept of anti-/non-anti quantums for each energy type. The
> old four elements don't actuall feature in here, my "energy types"
> include such as life, force, mass, magic, etc.
Yeah - I read the stuff you posted recently on this. It seems a goodly way
to approach things given the sort of way you seem to intend on going about
things - I like it.
> >Magic (as a power) is very much like I inisist it to be as a literary
> >tool - double edged. It can be a very powerful ally, but it can also
> >be extremely dangerous, like a hand-grenade you've just pulled the
> >pin from. If you have trouble throwing it, you've got a problem.
>
> Yup. see prior postings. I'm looking at makcing the entire world
> ambiguous in this manner.
Ambiguousness (is that a word?!) is a good thing IMHO. For too long, games
such as muds have given far too much specific information to their
players.
Regards,
-Matt Chatterley
<A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)
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<li><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>
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<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="00048" HREF="msg00048.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 02:55 GMT
</LI>
<LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 07:09 GMT
<UL>
<LI><strong><A NAME="00061" HREF="msg00061.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>, Thu 03 Jul 1997, 15:24 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 04 Jul 1997, 06:08 GMT
<UL>
<LI><strong><A NAME="00079" HREF="msg00079.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>, Sat 05 Jul 1997, 04:31 GMT
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 08 Jul 1997, 00:49 GMT
</LI>
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<LI><strong><A NAME="00056" HREF="msg00056.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 07:24 GMT
</LI>
<LI><strong><A NAME="00462" HREF="msg00462.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 11 Aug 1997, 12:36 GMT
<UL>
<LI><strong><A NAME="00464" HREF="msg00464.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 11 Aug 1997, 17:17 GMT
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