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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
- Thread context:
- Re: [MUD-Dev] Resets, repops and quests, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Raz muddyraz#mushroom,demon.co.uk, Fri 30 May 1997, 07:26 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Todd Lair tlair#mailzone,com, Fri 30 May 1997, 08:55 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 29 May 1997, 12:54 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Raz muddyraz#mushroom,demon.co.uk, Fri 30 May 1997, 07:09 GMT
- Quests [was Resets, repops and quests],
Matt Chatterley root#mpc,dyn.ml.org, Fri 30 May 1997, 17:43 GMT
- Re: [MUD-Dev] Quests [was Resets, repops and quests],
Ling K.L.Lo-94#student,lut.ac.uk, Fri 30 May 1997, 23:37 GMT
- Re: [MUD-Dev] Quests [was Resets, repops and quests],
Shawn Halpenny malachai#iname,com, Sat 31 May 1997, 01:17 GMT
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