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<H1>[MUD-Dev] Re:(fwd) Re: Multiple currencies</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re:(fwd) Re: Multiple currencies </LI>
<LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>></LI>
<LI><em>Date</em>: Mon, 15 Jun 1998 18:41:04 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, 05 Jun 1998 20:10:18 -0700
Mike Sellers<mike#bignetwork,com> wrote:
> At 04:39 PM 6/5/98 -0500, Michael.Willey#abnamro,com wrote:
>> Here's a question: What collective feature of these examples
>> engages the player imagination and inspires this status game? I
>> could just as easily see an attempt at creating a player currency
>> flop spectacularly. What does it take for a simple perpetual prop
>> to become a player currency, and how can we incorporate these ideas
>> into our own MUDs?
> Excellent question. I can think of a few examples of "true" if
> offbeat player-currency -- the great "gold pants" fever in The Realm
> a couple of years ago comes to mind.
I'm not familiar with that one. Care to expound? Similar to UOL's
black clothes deal?
> Guild halls and guild rank in M59 had some of the feel of currency
> too, except that they were about as mobile as the coins on the
> island of Yap. :-/
Hey! At least Yap coins could be rolled, well sorta.
> Three requirements that come to mind are scarcity, visibility, and
> mobility.
Bingo, but might add, "desirability". VD may also be scarce, visible
(in some forms), and mobile (communicable).
> FWIW, in worlds where the PCs are assumed to be a small part of a
> larger civilization, I don't see anything wrong with the
> "faucet-drain" simulation of an economy, so long as the drain and
> the faucet are affectable and/or tied together in some way. That
> is, the faucet should not have infinite original capacity, and the
> amount of money drained out of the PC economy (presumably soaked up
> by the thousands of NPCs we don't bother showing) should affect how
> much money comes back into circulation. Hoarding or loss of
> materials should reduce currency, as should hoarding or loss of the
> currency itself (consider the havoc a tribe of orcs could wreak by
> capturing the only mine that supplies gold for coinage).
Inflation economics.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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<LI><STRONG><A NAME="00894" HREF="msg00894.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></STRONG>
<UL><LI><EM>From:</EM> Mike Sellers <mike#bignetwork,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re:(fwd) Re: Multiple currencies</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00886" HREF="msg00886.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 05 Jun 1998, 18:00 GMT
</LI>
<LI><strong><A NAME="00887" HREF="msg00887.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 05 Jun 1998, 21:19 GMT
<UL>
<LI><strong><A NAME="00888" HREF="msg00888.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 05 Jun 1998, 22:18 GMT
</LI>
<LI><strong><A NAME="00894" HREF="msg00894.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Sat 06 Jun 1998, 03:29 GMT
<UL>
<LI><strong><A NAME="01060" HREF="msg01060.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 16 Jun 1998, 01:44 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00921" HREF="msg00921.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 09 Jun 1998, 21:12 GMT
<UL>
<LI><strong><A NAME="00927" HREF="msg00927.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
T. Alexander Popiel <a href="mailto:popiel#beldin,snugharbor.com">popiel#beldin,snugharbor.com</a>, Wed 10 Jun 1998, 02:13 GMT
<UL>
<LI><strong><A NAME="01135" HREF="msg01135.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 19 Jun 1998, 02:03 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01069" HREF="msg01069.html">[MUD-Dev] Re:(fwd) Re: Multiple currencies</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Tue 16 Jun 1998, 14:43 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>
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