[MUD-Dev] Unique items vs. item references
shren
shren at io.com
Mon Aug 12 07:50:38 CEST 2002
On Fri, 9 Aug 2002 fred at clift.org wrote:
> On Thu, 8 Aug 2002, shren wrote:
>> When throwing random properties on a weapon, make sure that you
>> have some predisposition towards properties that make it a good
>> weapon.
> But what is really fun is to make items that while powerful, have
> negative side-effects. I dislike seeing uber-items that have no
> cost.
> You have an item that helps you regen magical abilities? Perhaps
> it cuts off most of your senses (ie blind and deaf) while wearing
> it... Ie the sensory deprivation helps you meditate and recover
> more quickly.
> Or the clasic, a ring of regeneration that makes you eat like a
> horse...
> Or a weapon that does lots of damage, but the magic that makes
> your blows land harder also pulls you off balance making you fall
> on your butt every once in a while...
> These are far more fun to make, and far more interesting to see in
> use... at least to me...
Ahh, but you made those up, thus they're not random. Combining the
first concept from each of your paragraphs, I'll make a 'random'
item:
A Ring
That lets you regenerate
Lets you do lots of damage
Makes you blind and deaf
A player finding such an item who thinks about in character has to
wonder about who designed such a bizarre item. Who would include
property 3, or finish the item when he found that the item would
have it? Random items are often total non-sequitors, the only
response is, "huh?"
If you want to have random magic items, then one has to design very
carefully the randomization system, otherwise 10% of the random
items are good, 20% are usable, and 70% are curiosity pieces.
--
We in the USA have plenty of freedom.
We import it from everywhere.
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