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Re: [MUD-Dev] Resets, repops and quests



At 08:21 AM 5/27/97 PST8PDT, you wrote:

>Anyways, There was an interesting thread about a month ago which discussed
>resets and repops in a mud.  The consensus seems to be that resets are a
thing
>to be avoided(tm).
>
>The question that was left unanswered is: How can a mud have a working quest
>system without some kind of resets?

The answer IMO is to not think in terms of pre-programmed "puzzles" but a
contropled but evolving world-state.  I fi get topo dep into my aprticualr
answer to tghsi one, my prosducers will PROBABLY kill me... but i suggest
you go abck to AD&D and look at how judges run campaign games for
inspiration...

JK




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