[MUD-Dev] An Introduction

Greg Miller gmiller at classic-games.com
Tue Sep 21 04:01:30 CEST 1999


Jeremy Music \"Sterling\" wrote:
> 
> On Sat, 11 Sep 1999, Greg Miller wrote:
> >
> > I'd like to see a good western. The hard part is providing something fun
> > to do without requiring hand-made quests or violating the western theme
> > by allowing people to kill by the hundreds the way we do on
> > fantasy-themed muds. There just isn't enough room for a couple hundred
> > gunfighters in one western town.
> 
> Ideas for a western mud that don't suck:
> 
> You're under seige at the Alamo.
> 
> You're laying seige to the Alamo.
> 
> You're fighting off an indian invasion.
> 
> You're fighting in an indian invasion.

Well, the problem all of these share is that they don't result in a
stable state, and it's pretty hard to imagine doing them in a plausible
way. Players tend to act independently, and these all call for heavy
organization. It's pretty similar to the problem with having a western
town setting where players mow down every innocent bystander for xp.
People are used to the silliness of fantasy muds, while you'd have a
harder time getting them to not laugh at the same things in a western
mud.

> Classes?  Pinkerton Detective, Gunslinger, Marshall, Outlaw, etc.

Classes? Bleah.

> You will piss somebody off if you have indians, perhaps one of the reasons
> it hasn't really been done.  The wild west just wasn't very politically
> correct.

I don't see that being a problem. Depending on how you handle player
control, either they get PK'd into oblivion or you simply delete them.
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***



_______________________________________________
MUD-Dev maillist  -  MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list