1997Q3/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;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>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg00921.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00923.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg01023.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00923.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#00922">Author</A>
&nbsp;|&nbsp;<A HREF="#00922">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#00922">Thread</A>
&nbsp;]

<!--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" &lt;<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>&gt;</LI>
<LI><em>Date</em>: Sun, 31 Aug 1997 19:21:08 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;blprice#bedford,net&gt;</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.

&gt; Date:          Sun, 31 Aug 1997 10:24:13 PST8PDT
&gt; From:          coder#ibm,net
&gt; 
&gt; On 27/08/97 at 07:54 PM, "Travis Casey" &lt;efindel#io,com&gt; said: &gt;&gt;
&gt; From: clawrenc#cup,hp.com
&gt; &gt;&gt; 
&gt; &gt;&gt; This raises a point I've been musing on for a while:
&gt; &gt;&gt; 
&gt; &gt;&gt;   The general approach (assumed orthodoxy?) of most of the list is to
&gt; &gt;&gt; create a game world which largely resembles or simulates RL in terms
&gt; &gt;&gt; of physical mechanics and such, and then attempts to extend it via
&gt; &gt;&gt; magic, religion and other similar techniques to add a fantastical
&gt; &gt;&gt; entertaining aspect.
&gt; ...
&gt; &gt;All of the ideas you presented are also worlds which simulate RL in
&gt; &gt;most ways, but vary it in others... they just vary things more than
&gt; &gt;the typical mud, or in ways that seem strange to most people.
&gt; 
&gt; True.  I realised that after posting it.  The standard approach is to
&gt; take a familiar format and then only vary those parts that you wish to
&gt; direct attention to.  What ends up specifically annoying me about this
&gt; is that it becomes an implicit canon.
&gt; 
&gt; Of all the membership of this list, other than myself and Nathan, are
&gt; there __ANY__ not doing a fairly standard variation on a fantasy
&gt; world?  Oh, I know the details will be different, you'll have various
&gt; forms of internal economies, or magic systems, or family or clan
&gt; systems, or interesting forms of heavy/light RP, or whatever.  But the
&gt; base structure of a glorified medieval world overstocked with magical
&gt; touches...
&gt; 
&lt;snip remainder&gt;

Brian Price aka Delver &lt;blprice#bedford,net&gt;

</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 &lt;yospe#hawaii,edu&gt;</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 &lt;jeffk#tenetwork,com&gt;</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>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>