[MUD-Dev] Cans of Achievements and Quests
Michael Tresca
talien at toast.net
Sat Sep 7 11:09:59 CEST 2002
damon baker posted on Friday, September 06, 2002 7:11 AM
> Anyone know of any other examples of necessary evils (resetting
> quests) being turned into useful additions to the over all game
> world (world being destroyed/created daily by an in game god)?
More RetroMUD examples:
- Player characters are "Gifted Ones" outside of the normal
timestream. They cannot be destroyed permanently without effort
and they are able to see that creatures and objects are stuck in
loops. Thus the name the Retroverse -- it repeats itself over and
over.
- Gifted Ones communicate through "tells," which shows up as "so
and so telepathically contacts you."
- Gifted Ones can sense other Gifted Ones in the universe with the
Who command.
- Immortals (that's us, the coders) seek to rebuild the Retroverse
and fight entropy. The Gods, who are trapped within the
Retroverse, continually seek to escape it.
- We've provided in-game reasons for why we move areas, such as
entire cities disappearing after their coders left the game and
asked for them to be removed. Instead, it was "The Nameless One
partially awoke, and during that time a cataclysm struck, causing
earthquakes across Crypt that consumed some cities whole."
Mike "Talien" Tresca
RetroMUD Administrator
http://www.retromud.org/talien
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