[MUD-Dev] Persistent worlds in NWN (was: Retention without Addiction?)

Taylor taylor at taylor.org
Fri Dec 13 14:19:13 CET 2002


On Fri, 13 Dec 2002, Valerio Santinelli wrote:

> I think that everybody running a PW is facing this problem. it's
> mainly because you do not have a complete control over how
> difficulty is handled by the game. For example, if you use the
> encounters tool available in Aurora, you can place an easy
> encounter in a newbie zone. But if a powerful character crosses
> this zone, the encounter spawns with enemies that are easy for
> such a powerful player but nearly impossible for newbies.  I've
> seen people handle this in various ways by building their own
> spawn system and so on.

> Introducing the player to your world mechanics is also something
> difficult to accomplish. I have made tutors that teach you some of
> the story behind the world and a lot of friendly characters near
> the starting point so that new players can start understanding how
> things work in the game.

Are there good papers or faqs that are repuatable about setting the
levels of DM interaction? At our first DM meeting we were talking
about setting policy about no re-embursements for players who die so
they don't expect DMs to give them stuff, and trying to set the
naming rules, and the behavior policy. All these questions have
probably been answered in the early nineties, if not sooner with
hard empiracle data and many university papers written on the
subject. Can anyone give me a pointer to some good material on
setting the player and GM policy for a persistant world? Also any
papers on the fine art of balencing zones and encounters.

--
Taylor                                 log: http://www.captaincursor.com/
taylor at taylor.org

"All Purpose Cultural Cat Girl Nuku Nuku The Movie"

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