<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] What about drugs? --> <!--X-From-R13: Oqnz Ivttvaf <avtugsnyyNhfre1.vasvpnq.pbz> --> <!--X-Date: from fabius.globecomm.net [207.51.48.6] by in3.ibm.net id 868856679.108514-1 Mon Jul 14 05:04:39 1997 CUT --> <!--X-Message-Id: 199707140508.WAA22015#user1,inficad.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.GSO.3.95q.970713154652.14252A-100000@uhunix2 --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] What about drugs?</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:nightfall#user1,inficad.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> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00125.html">Previous</a> | <a href="msg00127.html">Next</a> ] Thread: [ <a href="msg00123.html">Previous</a> | <a href="msg00159.html">Next</a> ] Index: [ <A HREF="author.html#00126">Author</A> | <A HREF="#00126">Date</A> | <A HREF="thread.html#00126">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] What about drugs?</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] What about drugs?</LI> <LI><em>From</em>: Adam Wiggins <<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>></LI> <LI><em>Date</em>: Sun, 13 Jul 1997 22:08:46 -0700 (MST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> [Nathan Y:] > Just something I thought of, with Adam's post RE herbs... > several of you probably won't have any input here, being against > "influencing" players by modification of behavior and output, but, for > those of you who, like me, like to think of the player as a mind, subject > to interference from the body, and chemicals therin... what about drugs? Absolutely. I consider the role-playing experience to be one of stepping into someone else's shoes. With that you get everything expected of it - if they have differing sensory input (a blind man or a race with heightened smell) then that changes your perception of the world. In addition, I find it impossible to model things like the effects of pain without taking into account mental factors. > How does one simulate an LSD trip? Cannabis? Halucinations, for some > cases, obviously... This is, I think, is the easiest to implement and most fun (for the player) mental effect to model. In fact, I first became interested in this sort of thing when I saw hallucinations on some mud - Ancient Anguish, maybe? Dunno, it was a while ago...but at any rate, some who was trying to kick some mud-drug (White Leaf I think?) ran around the mud for 90 minutes convinced he was being chased by a giant purple dragon. Of course, everyone told him he was crazy, but he kept seeing his hitpoints go down and messages about the horrible pain, so as far as he knew, he was constantly near death. *That's* what I call an immersive world. And that's only a fairly simple piece of specialty code! Which makes me think of about a thousand other things that could occur in a slightly more complicated system... >and perhaps slowdown and garbled action/information... Yeah. One thing we make heavy use of is vague messages. Ie, 'The hairs on the back of your neck stand up' or 'You get a sudden chill'. These are mainly warning indicators for things like crossbows being trained on you, or other impending danger nearby. Players learn that, although these messages don't give any specific info about what's going on, when they see something like that they know something is up and should walk with care. Thus, we can simulate slight paranoia by simply sending these sorts of messages eroniously. The effect is that the player seems 'jumpy', as it were. Other fun with messages: when a thief attempts to pick-pocket but bails out at the last moment, sometimes perceptive players will get a message like 'You notice X eyeing your Y..' Needless to say, sending 'false' messages of this sort is *great* for sewing the seeds of distrust. Even messages of 'X looks at you' or 'X seems to be watching you particularly closely' can be fun. Again, though, it only works if these messages are as often true as not. Then you get the double-reversal of people getting one of these messages and dismissing it as 'just the alcohol talking' or whatever, even though it was the genuine article. > but how does one simulate the mental lethargy of pot, or the weakening of > cause/effect one gets from alcohol? I don't, incidentally... I'm one of Well, physical stuff should be easy enough to do...lower agility, reflexes, or whatever stat(s) you may have to model response time and so forth. Now, we has just as many 'emotional' stats as we do physical. Among these are (off the top of my head) stoicism, passion, pleasure, anger, fear, mental fortitude, and physical fortitude. Alcohol fiddles around with most of these, the most useful of which is the change to physical fortitude. Meaning that if that pansy little elf is thrashing around too much as you try to yank the arrow out of his leg, give him a couple pulls from your pocket flask and he'll settle down enough for you to get the thing out. Of course, it also incites his passion, so suddenly he becomes victim to massive mood-swings. And so forth. It's easy to make drugs affect both your mental and physical stats, and from there the normal stat-handler stuff takes care of the rest. For instance, berserker mushrooms just give a large enhancement to passion and anger, making it easier to go berserk. THC (pot) brings your passion towards 0, resulting in a melloing effect. This can also result in different races having wildly different reactions to various drugs, as well, if their emotional stuff works differently. > those people who gets very intellectual under alcohol... and far less > human. Somehow, I can't see this as workable in a mud. Perhaps something > along the lines of reduced information feed, with random fires of too much > info from random and often unimportant sources? Sure. We have alcohol hurt your sensory stats quite a bit, which can result in you missing some pretty important stuff. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00123" HREF="msg00123.html">What about drugs?</A></STRONG> <UL><LI><EM>From:</EM> Nathan Yospe <yospe#hawaii,edu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00125.html">Re: [MUD-Dev] What about drugs?</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00127.html">Re: [MUD-Dev] Virtual Chemistry</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00123.html">What about drugs?</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00159.html">Re: [MUD-Dev] What about drugs?</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00126"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00126"><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><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev] Virtual Chemistry</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 14 Jul 1997, 13:04 GMT <UL> <LI><strong><A NAME="00135" HREF="msg00135.html">Re: [MUD-Dev] Virtual Chemistry</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 15 Jul 1997, 00:56 GMT </LI> </UL> </LI> <LI><strong><A NAME="00125" HREF="msg00125.html">Re: [MUD-Dev] What about drugs?</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 14 Jul 1997, 11:53 GMT <LI><strong><A NAME="00123" HREF="msg00123.html">What about drugs?</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 14 Jul 1997, 09:00 GMT <UL> <LI><strong><A NAME="00126" HREF="msg00126.html">Re: [MUD-Dev] What about drugs?</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 14 Jul 1997, 12:04 GMT </LI> <LI><strong><A NAME="00159" HREF="msg00159.html">Re: [MUD-Dev] What about drugs?</A></strong>, Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Thu 17 Jul 1997, 07:30 GMT </LI> </UL> </LI> <LI><strong><A NAME="00119" HREF="msg00119.html">Re: [MUD-Dev] Virtual Chemistry</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 14 Jul 1997, 00:18 GMT <UL> <LI><strong><A NAME="00120" HREF="msg00120.html">Re: [MUD-Dev] Virtual Chemistry</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 14 Jul 1997, 04:44 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00129" HREF="msg00129.html">Re: [MUD-Dev] Virtual Chemistry</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 14 Jul 1997, 13:04 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>