[MUD-Dev] Noncombat(and combat) skills WAS: (no subject)
Arnau Rossell=?US-ASCII?Q?=F3?= Castell=?US-ASCII?Q?=F3?=
arocas at alumni.uv.es
Mon Aug 12 15:32:59 CEST 2002
Ok, here it is again, sorry for forgetting to attribute it.
Jack Britt wrote:
> I was wondering what skills I could implement in my mud. So far I
> have these non-combat skills. Is there anything not on the list
> (aside from magic) that players seem to enjoy?
I think that rather than designing skills one-by-one, thinking "will
players like to do this?", you should try to tie them together in
the gameplay/economy of the game, for example, we begin with
"alchemist"(I'm thinking more of a set of abilities than an ability
alone):
-Alchemist
Needs:
Minerals -->Miner
Herbs -->Herbalist
Parts of monsters(eg. Ogre bone) -->Fighter,Medic(if you need a
kidney...)
Provides:
Healing potions -->Fighter
Poison -->Assasin
Identifies potions -->Fighter(well, whoever finds it)
Then you have to define miners,herbalists,fighters,medics,assasins.
-Fighter
Needs:
Healing potions -->Alchemist
Weapons -->Blacksmith
Armor -->Blacksmith
Provides:
Parts of monsters -->Alchemist
Unique items from spoils -->Everybody(that is interested in the
particular item, of course)
Escort -->Miners,Herbalists
Now you have Blacksmiths, too. Eventually you'll settle for a set of
closely interconnected sets of abilities, its size should be adapted
to the work you want to do.
If an ability is closely interrelated with all the others, it will
be used by the players, because there will be demand for it, efen if
it's gathering fertilizer(the smell is only virtual, you see?). A
lone ability may be tried by curiosity, but when people learn how it
works it won't have any other lure and will be abandoned.
Well, that's what I think, at least. Discussion is welcome,
especially from Ron, whose mails lately i find very insightful :)
--
Arnau
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