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<H1>Re: [MUD-Dev]  Reusable plots for quests</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]  Reusable plots for quests</LI>
<LI><em>From</em>: "Brian Price" &lt;<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>&gt;</LI>
<LI><em>Date</em>: Sat, 4 Oct 1997 03:02:57 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;blprice#bedford,net&gt;</LI>
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<PRE>
&gt; From:          clawrenc#cup,hp.com
&gt;    at 09:10 AM, "Brian Price" &lt;blprice#bedford,net&gt; said:
&gt; 
&gt; &gt;Three or four years ago, I was working on a multi-plot interactive 
&gt; &gt;story/game.  While I never finished it, I did lay out the groundwork 
&gt; &gt;for such a system.  Some of the recent topics touched upon the desire
&gt; &gt; to provide re-usable quests and those discussions reminded me of my 
&gt; &gt;earlier work.  Please bear with me, it is a bit rough and a bit long 
&gt; &gt;winded.
&gt; 
&gt; My writers reaction (I made my living for a short while writing short
&gt; stories) is that is not useful as it stands, and will only be usful
&gt; when it is mapped against the basic plot forms (boy beets girl, little
&gt; tailor, man learns a lesson).  It is the human interest of those plot
&gt; forms which drives and provides value to the node structure you
&gt; describe.

Although I have no background as a writer other than abortive 
attempts, I'm inclined to agree with you.  The pnel theory describes a 
framework into which basic plot forms must be mapped to be useful.  

The main idea was that the theory would provide a logical system 
wherein various flavors of the central plot could be implemented 
along with various sub-plots and random encounters to add spice.  It 
is definately not a system intended to replace the writer, merely to 
allow the writer to describe a multi-plot storyline to a program.  It 
is in the writer/program interface wherein the difficult part lies.

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

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00031" HREF="msg00031.html">Re: [MUD-Dev]  Stranger in a Strange Land</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 03 Oct 1997, 21:25 GMT
<UL>
<LI><strong><A NAME="00035" HREF="msg00035.html">Re: [MUD-Dev]  Stranger in a Strange Land</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sat 04 Oct 1997, 19:23 GMT
<UL>
<LI><strong><A NAME="00110" HREF="msg00110.html">Re: [MUD-Dev]  Stranger in a Strange Land</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 20:40 GMT
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</UL>
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</UL>
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<LI><strong><A NAME="00030" HREF="msg00030.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 03 Oct 1997, 18:05 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00033" HREF="msg00033.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sat 04 Oct 1997, 07:01 GMT
</LI>
<LI><strong><A NAME="00095" HREF="msg00095.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 12 Oct 1997, 02:09 GMT
</LI>
<LI><strong><A NAME="00096" HREF="msg00096.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sun 12 Oct 1997, 13:08 GMT
</LI>
<LI><strong><A NAME="00098" HREF="msg00098.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 13 Oct 1997, 00:09 GMT
</LI>
<LI><strong><A NAME="00126" HREF="msg00126.html">Re: [MUD-Dev]  Reusable plots for quests</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 19 Oct 1997, 19:57 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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