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



On Wed, 28 May 1997 23:09:35 PST8PDT, you wrote:

> It's more work, but how about something more like the
> traditional storytelling quest - find something? If your world is large
> and generated, you can pick somewhere out in the boonies and plant some
> special object. Then, you have to plant rumors, hints, etc. all over the
> place, so that players have some clue as to where to go.

This sort of thing makes for nicely atmospheric quests, which are
satisfying to complete, *but*, immensely frustrating to *know* you're in
the right place, but someone beat you to the prize.

Raz




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