[MUD-Dev2] [DESIGN] NPC-oriented gameplay andXP model:GURPS/EveOnline vs. D&D/Diku
Mike Rozak
Mike at mxac.com.au
Mon Oct 22 22:36:15 CEST 2007
John Buehler wrote:
> There seems to be an implicit association between experience points and
> the
> ethic of "practice makes perfect".
Actually, no. I specifically won't tie advancement of a specific skill to
using that skill. And the amount of grind in my game will be extremely low:
More game, less grind. (Which is why gameplay will only be 5-15 hours.)
> So alienating the harbor master might mean that renting a boat gets far
> more
> expensive, but it would also mean that the ship captain who doesn't like
> the
> harbor master warms to you. Alienate that ship's captain and your
> character
> might find itself constantly subject to abduction attempts whenever
> approaching the dock area. Abductions that carry the character across the
> water, just as the other techniques do.
I plan to allow several solutions to every obstacle. For the newbie island
currently up, I went a bit overboard and came up with around 10 different
ways to get past the guards. This was a bit excessive, and in future I'll
probably aim for a handful of possible solutions.
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