[MUD-Dev] Locations vs Social Spaces (was: I Want to Forge Sw ords)
Hulbert
Hulbert
Wed May 9 10:28:14 CEST 2001
> -----Original Message-----
> From: Sie Ming [mailto:sieming at gatheringspot.com]
> Sent: Tuesday, May 08, 2001 7:13 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Locations vs Social Spaces (was: I Want to Forge
> Swords)
> Though I have not played The Realm, I would like to suggest that
> --for all intents and purposes-- there was really only one city.
> That city was somewhat separated in one sense, but was also
> completely connected by teleporters. There's nothing wrong with
> this, and, as you point out, there are even some advantages to
> socializing.
I agree with this, as well. However, much of the problems that this
causes from a market/trading perspective can be eliminated. Socially,
all these cities can be one place, but by placing strict restrictions
on how much can be carried through a teleporter, real trade can still
be required to use overland routes. Also, putting various resources
far away from stationary teleport locations will allow explorers a
place to go that offers a valuable return. If The Realm's Home spell
made me drop everything I carried except whatever I was actually
wearing, it would still facilitate social contracts, without ruining
the idea of trade caravans, etc.
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list