[MUD-Dev] Fear of magic (was:Usability and interface)

Sauron dlove at kusd.kusd.edu
Tue Nov 4 16:00:06 CET 1997


> First thougths:
> 
>   Guards are demons, constricted by various magical means, geases, etc.
> 
>   Guards are akin to Thomas Covenant's, err, Black Watch (?) (which were
> in turn of course based on the British Gurkhas)?
> 
>   Successfully serving time as a guard is a requirement for the final
> stages of advancement in the Religion of the Great God GooGoo.
> 
>   Guards are a hive mind.  Only one guard at any instant is super-tough
> (single point of attention/focus), but that focal point can move between
> guards very quickly.  Non-focal guards are sorta wimpy.  Ergo, best way to
> attack guards is en-masse and operate by attrition (cf regimental chess).
 
or of course you could have all the guards be gods who get their kicks
out of tormenting poor mortals who w/ no way to defend themselves all
commit suicide and your mud theme changes to that of ghosts in an
afterlife still be tormented by gods and live in an internal hell.
shrug.



More information about the mud-dev-archive mailing list