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Re: [MUD-Dev] Resets, repops and quests
At 07:53 PM 5/29/97 PST8PDT, you wrote:
>
>This may seem terribly naive, but couldn't you just associate the status
>of the quest with the character instead of the mud? That is, the bit
>flags are in the player structure.
DSO does this... the unfortunate effect here is that you have players in
"parallel worlds"... Many peopel in their own story line have completed the
same set of actiosn with the same world result.
On a global level, it makes n osense adn thus is injurious to roleplay and
encourages an individual-focus to the game which doesn't do much to help
socail interraction.
We had the sasme effect, with the same result, ina live action RP group I
helped start...
JK
JK
>
>-------------------------------------------------
>tlair#mailzone,com
>-------------------------------------------------
>
>
>
- Thread context:
- Habitat Data,
clawrenc clawrenc#cup,hp.com, Sat 31 May 1997, 08:08 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 30 May 1997, 21:50 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 30 May 1997, 21:50 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Jeff Kesselman jeffk#tenetwork,com, Sat 31 May 1997, 00:01 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 03 Jun 1997, 02:17 GMT
- Re: [MUD-Dev] lots of stuff, sigh.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 29 May 1997, 12:56 GMT
- Re: [MUD-Dev] Goal orienetd NPCs,
Jeff Kesselman jeffk#tenetwork,com, Thu 29 May 1997, 02:59 GMT
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