[MUD-Dev] "Mud-school", character-gen and role-playing
Nameless Solforge
mhenry at stormnet.com
Tue Jul 11 13:06:10 CEST 2000
At 12:11 PM 07/11/2000, Travis Casey wrote:
> - If the campaign changes in a significant way, the value or an ad or
> disad naturally adjusts with it. For example, water-breathing might
> be very useful in a campaign set in a Venice-like city. However,
> if the party moves to another city, it may suddenly be nearly
> useless. In a standard setup, the player may get upset about
> effectively losing the points spent for that advantage. In
> Theatrix, the player is simply no longer activating that
> descriptor, leaving those plot points free to use with other
> descriptors.
I'm somewhat reminded of a Heroes/Champions concept (which might be strange
to implement in MUD terms, but not entirely impossible): Power Pools.
For an escalated (+2 advantage, which I believe amounts to at least 2x the
pool amount) cost, you have a place where you can have whatever abilities
(within whatever restrictions are placed by character and GM) you would
need to use at the time. There's also a similar one, which I completely
forget the name of, in which you list the specific abilities you have
available to that pool -- costs less than the Variable.
The ability to change which skills/spells/etc. you're using with that pool
is restricted by a time frame. In Champions, it takes a round I believe,
unless you have ads/disads. But for other applications, such as plot
points, this could be based on scene/event.
The vampire's abilities were concentrated on fighting not thinking to
account for escape... or not having to concentrate on water breathing when
not in Venice...
Namey
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