[MUD-Dev] Resets, repops and quests

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Wed May 28 19:19:26 CEST 1997


[Alex O:]

:I can think of several quests that seem to be immune to most scenarios:
:* Guild initiation rites.
:* Teleporting a player into an extra-dimentional dungeon.
:Etcetera.

Those are good. It's more work, but how about something more like the
traditional storytelling quest - find something? If your world is large
and generated, you can pick somewhere out in the boonies and plant some
special object. Then, you have to plant rumors, hints, etc. all over the
place, so that players have some clue as to where to go. With enough
generated stuff, you might even be able to generate entire towns and
populations, for which the special object is part of the folklore. The
same could be done for a special bad monster. This sort of thing could
be done indefinitely. Throw in differing local populations, vastly
different terrain, perhaps some rivers or lakes to cross, etc. The
quests would be boring for those who had been involved in lots of them,
but they would keep the new players happy. A more experienced player
could take on the challenge of being the one to solve it, rather than
one of the many who *tried* to solve it.

--
Chris Gray   cg at ami-cg.GraySage.Edmonton.AB.CA



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