[MUD-Dev] Resets, repops and quests

Nathan Yospe yospe at hawaii.edu
Fri May 30 11:40:18 CEST 1997


On Thu, 29 May 1997, Raz wrote:

:On Wed, 28 May 1997 23:09:35 PST8PDT, you wrote:

:> 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.

:This sort of thing makes for nicely atmospheric quests, which are
:satisfying to complete, *but*, immensely frustrating to *know* you're in
:the right place, but someone beat you to the prize.

:Raz

Hey, better than with my version of quest areas, which often take the form
of "destroy XXX". True, the generals or whatever who send agents off to do
these things don't send more than one person in without coordinating
teamwork, but if someone else gets in without official sanction, they
might find themselves in the middle of the base when the other guy manages
to set the bomb and get the hell out of there... and then they get
totalled. Their corpse is... well, ash. And they just better hope their
account with the cloning facility is all paid up, and their brainscan file
is current. *grin*

   __    _   __  _   _   ,  ,  , ,  
  /_  / / ) /_  /_) / ) /| /| / /\            First Light of a Nova Dawn
 /   / / \ /_  /_) / \ /-|/ |/ /_/            Final Night of a World Gone
Nathan F. Yospe - University of Hawaii Dept of Physics - yospe at hawaii.edu




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