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<H1>Re: [MUD-Dev]  Nation of shopkeepers</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]  Nation of shopkeepers</LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Fri, 11 Jul 1997 17:21:08 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Fri, 11 Jul 1997, Jeff Kesselman wrote:

&gt; &gt;It depends on the game crowd you aim at, I suppose. I recently settled
&gt; &gt;(rather heavy handedly, admittedly) a debate among some of my wizards,
&gt; &gt;over whether or not the following situation should be permitted:
&gt; &gt;
&gt; &gt;A healer type character to sit in a central location and heal someone all
&gt; &gt;day for their 'exp' (meaning: their method to progress, whatever it be).
&gt; &gt;
&gt; &gt;Personally I see no debate here - of course it should, but with sensible
&gt; &gt;restrictions. You can't get good at anything but healing (and perhaps
&gt; &gt;dealing with people) by doing this!
&gt; 
&gt; Or if not, there should be reasons built into the strucvture of your world
&gt; why its not a good idea.

Right. It's basically a personal opinion - it should be doable, if its
conceivable that someone will want to do it, and sensible to implement it.
If its boring to do - presumably less people will do it, but that doesn't
really matter, unless its causing a problem in game balance, which in this
case, its certainly not.
 
&gt; I basicly agree.  As long as someone is not directly and seriously
&gt; impacting the intended purpsoe of the environment they should be free to be
&gt; as creatviue as they want in how they react to and deal with it.

Right. Thats the basic theory in motion - it's really, IMHO, the only way
to go about creating a world or environment, rather than a simplified (or
rather one-sided) game. Adventuring is there for those who wish to
undertake it - the rest of the world is there for the others.
 
&gt; If they find a hole in your logic and exploit it then plug the hole.

Also quite right.

&gt; 
&gt; &gt;This also ties into activities such as fishing, and crafts. Of course, it
&gt; &gt;should be possible, but it could get quite boring if the player does it
&gt; &gt;literally. Fishing is actualy an exception if you get onto deep sea
&gt; &gt;fishing - pirates and such.
&gt; &gt;
&gt; 
&gt; Well these are the kidsn of things Im encouragign players  in oru design to
&gt; do. They cant be iron miners, or even weaponsmiths (yet, it may change when
&gt; we add AD&amp;D proficiencies) btu they CAN make money escorting caravans or
&gt; even organizing their own.  These caravans of course though get attacked,
&gt; which is why peoepl liek them are needed...

Yeah. Integrating economical cycles into the game introduces many, many
possible NPC functions that PCs can enjoy taking over.

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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<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev]  Nation of shopkeepers</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00094" HREF="msg00094.html">[MUD-Dev]  Nation of shopkeepers</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 11 Jul 1997, 09:58 GMT
<UL>
<LI><strong><A NAME="00095" HREF="msg00095.html">Re: [MUD-Dev]  Nation of shopkeepers</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Fri 11 Jul 1997, 12:13 GMT
</LI>
<LI><strong><A NAME="00098" HREF="msg00098.html">Re: [MUD-Dev]  Nation of shopkeepers</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 11 Jul 1997, 14:24 GMT
<UL>
<LI><strong><A NAME="00099" HREF="msg00099.html">Re: [MUD-Dev]  Nation of shopkeepers</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 11 Jul 1997, 14:43 GMT
<UL>
<LI><strong><A NAME="00100" HREF="msg00100.html">Re: [MUD-Dev]  Nation of shopkeepers</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 11 Jul 1997, 23:21 GMT
</LI>
</UL>
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</UL>
</LI>
<LI><strong><A NAME="00102" HREF="msg00102.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 12 Jul 1997, 16:31 GMT
<UL>
<LI><strong><A NAME="00104" HREF="msg00104.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 13 Jul 1997, 02:35 GMT
<UL>
<LI><strong><A NAME="00111" HREF="msg00111.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 13 Jul 1997, 15:10 GMT
</LI>
<LI><strong><A NAME="00116" HREF="msg00116.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 13 Jul 1997, 19:30 GMT
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