[MUD-Dev] Level abstractions - Realism vs Game Issues
Jon A. Lambert
jlsysinc at ix.netcom.com
Mon Jun 30 19:47:49 CEST 1997
> From: Marian Griffith <gryphon at iaehv.nl>
> Subject: [MUD-Dev] Level abstractions - Realism vs Game Issues
> > On Sun, 29 Jun 1997, Jon A. Lambert wrote:
>
> > > Characters have two sets of stats, current and potential. Current
> > > stats may go up or down upon attaining a level based on age. It's a
> > > parabola effect. Current Stats will increase initially until such time
> > > as the character reaches their peak (potential).
>
> I think I like this, having predefined stats that can't be exceeded. Are
> you including magical and equipment wise stat increase in this as well?
>
Magical equipment can effect stat limitations but this type equipment is
extremely rare. More often magical equipment will add a bonus to a specific
skill rather than a stat. My game world is extremely equipment poor
in the magical equipment area.
I'm not exactly sure how this will work out, but I want to link
equipment availability to an economic model. All magical equipment
will be unique and outrageously priced. I expect players will create
their own magical equipment for the most part. This may even be more
enjoyable for the player.
The system I use, Rolemaster, becomes outrageously imbalanced, if
modifications are applied directly to stats. This works in the
other direction as well. A wounded, diseased character is extremely
vulnerable. It's not, "darn I fractured a leg". It's "Oh my God! Someone
Help me!" I don't believe many players will enjoy this aspect of the game.
> > > Following this age peak stats will stabilize or degrade
>
> I'm not too sure I really like this. It sort of penalises established
> characters which I think can easily work against your game. Jedi used
> to (still has?) a system where after a certain age a character had an
> increasing chance of dying of old age. This was a crude mechanism to
> drive out old characters who had too much equipment collected and did
> not loose it in the rent. Having stats degrading will likely have the
> same kind of effect on characters.
>
Hmm. I like this, but not for the same line of reasoning. It is
likely that aged characters will have accumulated a few of the rare
stat modifying equipment in order to stave off these effects.
I increase the chance of catching a disease as characters age. Unless
"unnatural" measures are taken they will eventually catch a disease and
succumb. I use disease very loosely here. An unexpected/undeserved stroke
or heart attack would certainly fall into my disease category. I have at
5 categories of disease with several possible options under each of them.
It will also include, "He passed away during the night, a smile upon
his lips" :)
JL
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