[MUD-Dev] Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9)
Paul Schwanz
pschwanz at comcast.net
Wed Jan 14 11:22:20 CET 2004
Ian McDonald wrote:
> John Buehler wrote:
>> Paul Schwanz wrote:
>>> So why not introduce something like real farming?
>> Similarly, I don't believe that farmers want to spend time hiring
>> people to defend their fields or to constructive defensive
>> fortifications to protect them.
> JB has a solid point, but having PCs soldiers protect PC farmers
> resonates with a dynamic believable community. Particularly as
> historically, feudalism began as farmers giving a soldier money in
> return for protection. (Except when it was simply a warlord taking
> over, or a Roman villa devolving into a Carolingian estate.)
> How about this for an idea:
> Farmers and feudal protectors and enter into a contract which pays
> the feudal in kind regularly. If the farmer's crops are damaged
> violently, the feudal loses social standing (or experience, if
> social standing isn't valuable) *and* has to make good the
> damage. In order for farmers to trust their protection, both
> consequences would need software support (eg through a strong
> legal system). Feudal protectors can then worry about defenses,
> hiring more soldiers, offering bounties for dragon heads, etc, and
> leave the farmers to farm.
> In short, feudalism, but nicer :).
I like that idea a lot. I'd wanted to address the possibility of
having a range of danger for farmers to face, based on choosing a
location near a community that might offer greater protection from
the intrusion of monsters, but forgot to include it in my reply to
JB. I imagined some sort of taxes paid to a nearby community as a
trade off for its protection. Your feudalism idea works nicely in
this regard. So, from the player's perspective, the game offers
gameplay appropriate to a number of different play styles.
1. I want to bash monsters - Head out into the wilds and bash all
you want. There isn't much money in it, but if you just want to
relieve stress, knock yourself out.
2. I want to make a living bashing monsters - Hire out your
services as a monster basher. A good player-generated quest
system should keep you in business.
3. I want to manage a monster protection service - Become a
feudal protector and build defenses, hire patrols, offer bounties,
etc.
4. I just want to farm - Solicit the protection of a feudal lord
or some other sort of community.
5. I want to farm *and* bash monsters - Build your independent
farm on the outskirts of civilization and protect it yourself.
(In this post, I use the word "farm" not in the typical MMORPG sense
of farming monsters, but in a broader sense to indicate low-risk,
controlled activities like real world farming, ranching, mining,
etc.)
--Phin
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