[MUD-Dev] Economy
Travis Casey
efindel at earthlink.net
Wed Dec 12 22:36:50 CET 2001
On Wednesday 12 December 2001 6:21, Koster, Raph wrote:
>> From: Travis Casey
>> And now for some semi-insane, possibly demented, quite probably
>> unworkable, ideas:
>> - Have different classes advance in different ways. For
>> example, in the paper RPGs Bushido and Fantasy Wargaming, there
>> are multiple types of experience points. Killing things gets XP
>> that can raise your level as a warrior; doing magic gets XP that
>> can raise your level as a wizard; and so on.
>> This leads to the question: What should smiths, tailors,
>> merchants, etc. get their "type" of XP for? Here's more
>> semi-insane answers:
>> - Questing. You could have smith's quests, tailor's quests,
>> whatever's quests.[snip] - Use. Imagine a smith getting XP
>> every time someone uses one of his/her swords to kill
>> something. [snip]
>> - Sales. Take the old D&D viewpoint -- you get XP for making >>
>> money.[snip]
> This is how SWG's advancement works, in fact. A bunch of XP types,
> and we've got a few more things that grant XP beyond the three you
> listed. You pay the earned XP to purchase a skill box
And I was inspired to come up with the idea from my knowledge of
paper RPGs... weren't you one of the folks saying that paper RPGs
aren't all that relevant, Raph? ;-)
--
|\ _,,,---,,_ Travis S. Casey <efindel at earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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