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<H1>[MUD-Dev] Re: let's call it a spellcraft</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: let's call it a spellcraft</LI>
<LI><em>From</em>: Travis Casey <<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>></LI>
<LI><em>Date</em>: Sat, 26 Sep 1998 14:20:44 -0400</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 25 September 1998, Adam Wiggins wrote:
> On Fri, 25 Sep 1998, Travis Casey wrote:
>> [researching spells offline]
> Note that this also means that any descent "powerplayer" will have 5 or 10
> mage characters constantly researching spells. There should probably
> be some tradeoff between online and offline time to make this happen.
There is a tradeoff -- online time would be needed to gain experience and
increase your character's magical skills, while offline time can be
used for magical research. Thus, you'd have to build a character up
to a decent power level before having him/her start doing magical
research. Also, spell research should, IMHO, cost money and sometimes
require strange items. Thus, a magical researcher needs to have some
source of income and some way of getting those items. (Note that this
doesn't have to be adventuring... an experienced mage could set
him/herself up doing research, then sell the new spells to other
characters, and hire other characters to get the items for him/her.)
To some extent, this is a general problem... I don't like players
having multiple characters, period. When/if I ever have time to
implement my ideas in a mud, I plan on using a MUSH-style registration
system, which should help cut down on problems with multiple
characters.
One last thought... the fact that someone, somewhere, has invented a
spell doesn't mean that you can use it. For a player to do this with
multiple characters, he/she would have to have the characters trade
spells often. This sort of activity could be monitored via a log, and
suspicious things looked out for.
> Actually, it would be extremely cool if at least the basic form of
> every spell existed somewhere. For example, the 'raise dead' effect
> which you mention could occur in spooky dungeons or ancient crypts
> automatically. (So if someone gets killed inside it, that's one more
> undead warrior to fight future adventurers...) Players would eventually
> learn that any effect they see in the 'regular' mud world can be duplicated,
> and then enhanced, through their own spells.
Every spell might exist somewhere, but some of them might still not be
"natural"... for example, a tomb might have that property because the
god of death gave it to it.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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<LI><STRONG><A NAME="01226" HREF="msg01226.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins <adam#angel,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: let's call it a spellcraft</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01137" HREF="msg01137.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Wed 23 Sep 1998, 15:33 GMT
<UL>
<LI><strong><A NAME="01210" HREF="msg01210.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Fri 25 Sep 1998, 04:31 GMT
<UL>
<LI><strong><A NAME="01211" HREF="msg01211.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 25 Sep 1998, 05:00 GMT
</LI>
<LI><strong><A NAME="01226" HREF="msg01226.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 25 Sep 1998, 18:30 GMT
<UL>
<LI><strong><A NAME="01270" HREF="msg01270.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sat 26 Sep 1998, 18:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01237" HREF="msg01237.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 25 Sep 1998, 23:24 GMT
<UL>
<LI><strong><A NAME="01239" HREF="msg01239.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 26 Sep 1998, 00:03 GMT
</LI>
<LI><strong><A NAME="01243" HREF="msg01243.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 26 Sep 1998, 02:32 GMT
<UL>
<LI><strong><A NAME="01245" HREF="msg01245.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 26 Sep 1998, 02:58 GMT
</LI>
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