[MUD-Dev] Alright... IF your gonan do DESIESE...

Jeff Kesselman jeffk at tenetwork.com
Wed May 28 12:22:48 CEST 1997


At 11:25 PM 5/27/97 PST8PDT, you wrote:
>[Chris L:]
>
>> >RP).  Worst of all, I feel that death not being permenant basically
>> >cheapens the entire experience.  Death is now an annoyance, not
>> >something to be feared.
>> 
>> Is this last piece of cheapening death that is the other real kicker
>> here.  Death instantly becomes a minor setback akin to watching
>> someone else get your favoured weapon first on a DIKU.

When judging a pen and paper game, the best judges berak danger down into
two things... eprceievd danger and real danger...

Raal danger should be rellatively small the vast majority of the time... if
a reasonable player plays reasonably well they shoudl coem out okaty...
at the same time Perceieved Danger MUST peak relatively high from time to
time. Without the perception of real and present danger there can be no
such thing as real heroics... and you cannot reach the tension level
necessary for a truely enjoyable experience.

Now HOW you do thsi in an AUTOMATED session in such a way taht the player
never catches wise is an interestign and problematic question...

JK




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