[MUD-Dev] trade skill idea

Matthew Mihaly the_logos at achaea.com
Fri Oct 6 09:36:05 CEST 2000


On Thu, 5 Oct 2000, Koster, Raph wrote:

> > -----Original Message-----
> > From: mud-dev-admin at kanga.nu 
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > Josh Olson
> > Sent: Thursday, October 05, 2000 6:23 PM
> > To: mud-dev at kanga.nu
> > Subject: Re: [MUD-Dev] trade skill idea
> > 
> 
> > But trade skills are ultimately formal processes with static 
> > components and predefined outcomes.
> 
> I used this line already, but... pfft. That's only because they have been
> made so thus far. They don't have to be. Heck, I can make a combat system
> that is a formal process with static components and predefined outcomes.
> Nobody would call that fun. But nobody would claim that was the only way it
> had to be. Why say the same for crafting?

Outcomes of combat: Death/submission of player. Death/submission of
monster. Player or monster move. Player and monster cease hostilities.

The existence of a set of predefined outcomes doesn't mean something isn't
fun.

--matt




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