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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
- Thread context:
- Re: [MUD-Dev] Conventions (was RP thesis),
Jeff Kesselman jeffk#tenetwork,com, Wed 28 May 1997, 09:53 GMT
- Re: [MUD-Dev] Levels and Goals [was Alright..IF your gonan do DESIESE],
Jeff Kesselman jeffk#tenetwork,com, Wed 28 May 1997, 02:30 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Jeff Kesselman jeffk#tenetwork,com, Wed 28 May 1997, 02:25 GMT
- Re: [MUD-Dev] Re: Nutirtion and a Resource Question,
Jeff Kesselman jeffk#tenetwork,com, Wed 28 May 1997, 02:08 GMT
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