[MUD-Dev] Fear of magic (was:Usability and interface)
Jon A. Lambert
jlsysinc at ix.netcom.com
Sun Nov 9 19:51:13 CET 1997
On 9 Nov 97 at 11:00, Marian Griffith wrote:
> Why grant players powers above those the guards enjoy. If players can
> have little fortresses that others find it impossible to enter then
> why not a town as well?
Good point. The only answer I can think of, is that players have
feelings. Mud monsters, well, they're made out of rubber. ;)
> *shrug* there's numerous ideas that could at least overcome this in
> a way that fits in a magical world, including a magical trace that
> can be followed back to its origin (i.e. the mage). Retribution does
> not have to be immediate after all, declaring a player wanted might
> serve just as well. As long as a sufficient number of guards defeat
> even the most powerfull player -and- the consequence of defeat is a
> repellant to risk being killed then guards can arrest a player or at
> least drive her from town.
>
Speaking of magical traces. It occurs to me that each practioner of
magic might leave a unique signature in the residue of casting. A
kind of a fingerprint or DNA signature. If we could only register
all of these mages and develop proper detection devices. Maybe this
is could be made a requirement of the wizard's guild. Of course
there are those renegade wizards to worry about. And the problem of
getting the evidence admissible in the king's court.
--
Jon A. Lambert
If I'd known it was harmless, I would have killed it myself.
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