Name: 'Flag Player When I Die'
Trigger Intended Assignment: Mobiles
Trigger Type: Death , Numeric Arg: 100, Arg list:
Commands:
set has_killed_ogreking 1
remote has_killed_ogreking %self.fighting.id%
Name: 'Flag Player When I Die'
Trigger Intended Assignment: Mobiles
Trigger Type: Death , Numeric Arg: 100, Arg list:
Commands:
set has_killed_ogreking 1
set people %self.people%
while %people%
if %people.is_pc%
remote has_killed_ogreking %people.id%
end
set people %people.next_in_room%
done
The above comment reminds me of some feedback I once received in response to a design proposal: http://www.topmudsites.com/forums/advanc... (see posts #4, #5, #6 and #8).
I also made a post about the same topic on TMC, but I can't find it any more. I think I worked out that if you wanted every skill to be functionally unique at the fundamental level, you'd end up with about 9 total skills (and a few of those could argubly be combined as well).
However I think it's perfectly possible to make each class feel very different while still giving them sufficient overlap of the fundamental abilities that they can be played solo. A good example of this IMO is the White Wolf World of Darkness system, where vampires, werewolves, mages, changelings, etc, are very distinct from each other, but (because they're designed to be played in groups of one supernatural type) also each cover all of the fundamental abilities. White Wolf doesn't refer to them as character classes, but from a game design perspective that's pretty much exactly what they are.
In most muds, the dungeons are an unlimited source of monsters and treasure, and I think that's the part that really needs to be explained - was it created in the past by a mad wizard? It is some sort of enchanted location from a bygone era? It is the result of a powerful curse or planar convergence?
Once you've established that the dungeon has a neverending supply of monsters and loot, you no longer need to explain why it's still there, only why the town was built beside it. And that's not really a big stretch, in my opinion - with greedy adventurers heading into the dungeon for treasure (and returning rich and tired) it would make sense for some forward-thinking innkeeper to set up an establishment near the entrance. He'd likely need guards to deal with the occasional monster that wandered out, and permanently stationed guards would want to bring their families (thus needing housing). With families living in the area, there would be demand for food and clothing. Carpenters and stonemasons would be required to build up and maintain defences, alchemists and blacksmiths would would find plenty of customers among the guards and adventurers, and so on.
It would be a bit like a gold rush town, but unlike gold mines the dungeons wouldn't dry up, so the town would just continue to grow. Shutting down the dungeon (even if it were possible) would destroy the town's livelyhood, and the would-be hero who thought he was "saving" the town by finally sealing up the dungeon would be unlikely to receive the sort of appreciation he might have expected. In fact, that gives me an interesting idea for a tabletop adventure…