[MUD-Dev] The Monad (was: Broken Economies)

Matt Mihaly the_logos at www.achaea.com
Fri Apr 6 08:19:26 CEST 2001


On Thu, 5 Apr 2001, John Buehler wrote:

> Matt Mihaly writes:
 
>> Where do you get the reagents? If you buy them with monads, then
>> someone's getting an objectively bad deal. If you have to put in
>> effort to gather the reagents, then it's not really any different
>> from gold on monsters. It's just a resource that has to be
>> harvested. I don't see that it matters, from a systems (as opposed
>> to a role) perspective, whether you're harvesting the reagents by
>> killing monsters or plucking birds.
 
> The difference is that there is only viable role in a world where
> combat (the primary entertainment) yields wealth (the primary
> reward).  If combat also gives fame, faction, knowledge and all
> other valuable asset in the game world, then you're only cementing
> the singleton role.  By splitting up the various valuable assets of
> the game world into access through different roles, you're making it
> possible for other types of players to enjoy your game.  Those who
> enjoy commerce and expect to be the money makers as a result will
> enjoy your game.  They get a role with a natural cause and effect
> that they expect.  Warriors should expect to be able to find
> adventure when they go adventuring, but I see no reason that they
> should be wealthy as a result.  The adventuring is the reward for
> adventurers.  I see no reason why they shouldn't be able to find
> better equipment from time to time, or the odd gem or gold piece in
> a lair's treasure trove, but those things should be functioning at a
> subsistence level for warriors.

Indeed, which is why I specifically stated that I was speaking from a
system's rather than a role perspective.

--matt

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