[MUD-Dev] Planes of existance

Matthew Mihaly diablo at best.com
Fri May 14 16:45:01 CEST 1999


On Fri, 14 May 1999, Greg Munt wrote:

> 
> Don't do this without thinking for a while. The above implies that not
> having anywhere for dead players to 'go' is a problem. It's not. Dead is
> dead. Is dead, is dead. The end. (Don't even *think* about getting me
> started on how instantaneous reincarnation can kill a well thought-out
> world. This is a perfect example of the players wants' being the opposite of
> the mud's needs. I'm sure Mr Mihaly will correct my flawed logic, however...
> *grin*)

Well, I certainly have some disagreements here, but they've already been
discussed.

<snipped many things about magic>

We don't distinguish between spells (magic) and abilities in Achaea, 
because I don't think it makes much sense. The line isn't very clear at
all. For example, most of our classes have some abilities that I would
certainly consider to be 'magical'. Some of our players don't, as they
have been brainwashed by evil TSR to think that if it ain't a fireball
(I refuse to put a fireball ability in Achaea) or lightning bolt, it ain't
magic. They actually try to argue that telepathy isn't magic, or that
morphing into various animals isn't magic, or that using tarot cards to
produce various effects isn't magic, etc. Bunch of mularky if you ask me.

So when you talk about being careful with using magic as opposed to
'other' abilities, I guess I just think 'why'? 
--matt




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