[DGD] Persistance

Stephen Schmidt schmidsj at union.edu
Fri Dec 28 18:16:13 CET 2001


On Fri, 28 Dec 2001, Kevin N. Carpenter wrote:
> > It's exciting to think what persistence could bring to a MUD.  Players
> > could be allowed to change the landscape - but wisdom tells us that
> > players aren't always going to be thematically correct, and sometimes
> > they are going to be sloppy, poorly described, with typos and
> > grammatical errors.

> I've been thinking around a compromise based around a couple (3-4?)
> wizards with Admin power and the rest of the mud running on an economy
> based system where folks can buy houses, rent rooms, etc.

A mud I was on some time ago (based on MudOS) had something like
this. They had a clan system, and each clan had a clan house that
was built and designed by the clan members. They didn't have any
serious problems with theme or appropriateness, and the minor
problems they had were easily corrected. The group responsibility
for the houses probably helped - there was some self-policing,
and each clan had to have a few relatively high-level members
who had been around and understood the theme, and so forth.
I agree that these are valid concerns, but I think they are not
terribly difficult to solve.

Steve


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