[MUD-Dev] Re: WIRED: Kilers have more fun

Damion Schubert zjiria at texas.net
Sun Jul 26 23:03:44 CEST 1998


-----Original Message-----
From: Matt Chatterley <matt at mpc.dyn.ml.org>
>Yup to all the above. Of course players possess inate advantages over the
>guards - the players have far more resources available. The solution? If an
NPC
>can't match a PC for cunning, deviousness, manipulation of circumstances,
then
>replace the NPC *with* a PC.
>
>This has a lot of problems (and benefits) associated with it, of course
(given
>an 'action game' setting, rather than purely Roleplay), but also brings in
some
>very nice socially dynamic elements to play about with.


The problem, of course, is finding people who want to be guards.  Being
a guard is really, really dull work - up to the point where you're isolated
and
hacked apart by a marauding band of PKers.  If I ever saw someone
volunteer to be a guard, I'd suspect he was corrupt, and planning on
giving the town keys to the aforementioned marauding band of PKers
as soon as the latency would let him.

So, given that, anyone got any ideas on how do we make being a
guard fun for a PC?

--damion





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