<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Character evolution --> <!--X-From-R13: "Pevna Bevpr" <oycevprNorqsbeq.arg> --> <!--X-Date: Sun, 31 Aug 1997 23:06:51 +0000 --> <!--X-Message-Id: 199708312049.3500100#bedford,net --> <!--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] Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:blprice#bedford,net"> </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="msg00921.html">Previous</a> | <a href="msg00923.html">Next</a> ] Thread: [ <a href="msg01023.html">Previous</a> | <a href="msg00923.html">Next</a> ] Index: [ <A HREF="author.html#00922">Author</A> | <A HREF="#00922">Date</A> | <A HREF="thread.html#00922">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Character evolution</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] Character evolution</LI> <LI><em>From</em>: "Brian Price" <<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>></LI> <LI><em>Date</em>: Sun, 31 Aug 1997 19:21:08 +0000</LI> <LI><em>Comments</em>: Authenticated sender is <blprice#bedford,net></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> I have at various times toyed with the idea of a hard Sci-Fi mud (sans psi aka magic) borrowing heavily from the Traveller rpg for the overall game system. I would like to implement such an mud if I could get around a few nagging problems such as: If players have access to starships you _rapidly_ run out of areas. This leaves you with three basic choices: A. do not allow players access to starships B. use a plot mechanism which justifies a finite univerese C. use a random area generator Choice A could lead to a very viable game, perhaps along the lines of an aftermath scenario.. ie. starships don't exist. However this is personally unsatisfying as part of the lure for me of sci-fi is the device of travelling between the stars. Choice B could be done by assuming a wormhole or jumpgate style of interstellar flight. While this works, it undermines the ability of pcs to move between differing political entities since system entry/exit points are easily defended/controlled. Choice C seems at first to merely be a design problem, but assuming you solve the design problem of generating 'realistic' worlds/systems randomly, you now have a storage problem... your universe file will become _HUGE_. Even assuming you manage to solve the problems associated with one of the above choices in a logically consistant yet interesting manner, you are still left with huge game design problems (from a mud standpoint). The plot device of magic easily sidesteps many problems that a hard sci-fi mud would need to deal with logically. There are ways of minimizing some of the problems, such as assuming a Star Trek level of technology, but the further you diverge from known science, the 'softer' your sci-fi becomes. Eventually, with soft sci-fi at least, you reach the 'sufficiently advanced technology is indistinguishable from magic' point and the sci in sci-fi dissappears. I think the task of creating an enjoyable and realistic semi-hard sci-fi mud is doable but it would seem to be a _very_ difficult task to do it well. From the stand point of an ex Traveller rpger, I've yet to see a sci-fi mud that even approaches satisfactory levels. > Date: Sun, 31 Aug 1997 10:24:13 PST8PDT > From: coder#ibm,net > > On 27/08/97 at 07:54 PM, "Travis Casey" <efindel#io,com> said: >> > From: clawrenc#cup,hp.com > >> > >> This raises a point I've been musing on for a while: > >> > >> The general approach (assumed orthodoxy?) of most of the list is to > >> create a game world which largely resembles or simulates RL in terms > >> of physical mechanics and such, and then attempts to extend it via > >> magic, religion and other similar techniques to add a fantastical > >> entertaining aspect. > ... > >All of the ideas you presented are also worlds which simulate RL in > >most ways, but vary it in others... they just vary things more than > >the typical mud, or in ways that seem strange to most people. > > True. I realised that after posting it. The standard approach is to > take a familiar format and then only vary those parts that you wish to > direct attention to. What ends up specifically annoying me about this > is that it becomes an implicit canon. > > Of all the membership of this list, other than myself and Nathan, are > there __ANY__ not doing a fairly standard variation on a fantasy > world? Oh, I know the details will be different, you'll have various > forms of internal economies, or magic systems, or family or clan > systems, or interesting forms of heavy/light RP, or whatever. But the > base structure of a glorified medieval world overstocked with magical > touches... > <snip remainder> Brian Price aka Delver <blprice#bedford,net> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01099" HREF="msg01099.html">Re: [MUD-Dev] Character evolution</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="01008" HREF="msg01008.html">Re: [MUD-Dev] Character evolution</A></strong> <ul compact><li><em>From:</em> Nathan Yospe <yospe#hawaii,edu></li></ul> <li><strong><A NAME="00923" HREF="msg00923.html">Re: [MUD-Dev] Character evolution</A></strong> <ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00921.html">Re: [MUD-Dev] OT: Re:)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00923.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01023.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00923.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00922"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00922"><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] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00899" HREF="msg00899.html">Re: [MUD-Dev] Character evolution</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 19:03 GMT </LI> </ul> <LI><strong><A NAME="00915" HREF="msg00915.html">Re: [MUD-Dev] Character evolution</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 31 Aug 1997, 20:37 GMT <UL> <LI><strong><A NAME="00917" HREF="msg00917.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 21:13 GMT </LI> <LI><strong><A NAME="01023" HREF="msg01023.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 02 Sep 1997, 19:46 GMT </LI> </UL> </LI> <LI><strong><A NAME="00922" HREF="msg00922.html">Re: [MUD-Dev] Character evolution</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sun 31 Aug 1997, 23:06 GMT <UL> <LI><strong><A NAME="00923" HREF="msg00923.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 23:15 GMT </LI> <LI><strong><A NAME="01008" HREF="msg01008.html">Re: [MUD-Dev] Character evolution</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 02 Sep 1997, 10:39 GMT </LI> <LI><strong><A NAME="01099" HREF="msg01099.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 22:25 GMT </LI> </UL> </LI> <LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] Character evolution</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 00:31 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>