[MUD-Dev] Animals, Animal Handling, and Unexpected Side Effects
shren
shren at io.com
Wed Jun 19 06:29:25 CEST 2002
On Tue, 18 Jun 2002, Travis Casey wrote:
> Classic D&D and AD&D had "hirelings" -- NPCs who were hired to
> perform dull or mundane tasks for the party. Torchbearers (it's
> rather hard to juggle a sword, shield, and torch while fighting a
> monster), bearers (mules and horses don't usually do well getting
> through dungeons and caves), spear-carriers (throwing spears can
> be good weapons, but carrying a lot of them around gets
> burdensome), and so on.
To combine some of the above, once a friend of mine was playing a
paper tabletop game where the DM had set up a particularly
trap-ridden dungeon which had already nearly maimed the party's
burglar.
Said friend had spent about a year in the US mid-west herding sheep,
where he developed a hate-hate relationship with the fuzzy stinky
critters. He had his character lead the party out of the dungeon,
where they promptly bought a herd of sheep and herded them into the
dungeon. As each trap went off, another sheep (perhaps many) bought
the farm, and the party went on to the center of the dungeon, in
relative saftey and with as much fresh mutton as they could carry.
Has anyone observed this behavior or something like it in a mud? UO
has both detect traps and herding as skills, perhaps other games do
as well.
_______________________________________________
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