[MUD-Dev] Persistent Worlds

rayzam rayzam at home.com
Sun Feb 18 01:11:34 CET 2001


----- Original Message -----
From: "John Buehler" <johnbue at msn.com>
To: <mud-dev at kanga.nu>
Sent: Saturday, February 17, 2001 11:55 PM
Subject: RE: [MUD-Dev] Persistent Worlds

<SNIP>

> As for repopulating the world, it's not necessary that the or even
> 'a' primary avenue of entertainment be eliminating characters from
> the world.  Non-lethal combat and a number of other approaches to
> conflict (whether NPCs or PCs) can be employed.  Personally, I like
> the idea of having NPCs die permanently.  Just as with my hopes
> about a closed ecology, killing an NPC should have consequences -
> such as the loss of the services of that NPC to the town.  Or the
> loss of the history of that NPC.  Kill the king and everything that
> any player was aware of about that NPC is now at an end.  It might
> be a bit like losing a family pet.  It's a bummer.

Therein lay my assumption and bias. If killing things does not give
any in-game required currency, i.e. experience, then the system could
work. In the Babylon 5 example, any advantages from killing someone
are in plot/storylines, and maybe items/creds on hand. But its not
necessary to kill to advance.


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