MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] Level abstractions - Realism vs Game Issues
In <Pine.LNX.3.96.970703092211.273D-100000#mpc,dyn.ml.org>, on
07/03/97
at 01:36 AM, Matt Chatterley <root#mpc,dyn.ml.org> said:
>On Wed, 2 Jul 1997 clawrenc#cup,hp.com wrote:
>> at 08:43 AM, Matt Chatterley <root#mpc,dyn.ml.org> said:
>> >On Sun, 29 Jun 1997, Jon A. Lambert wrote:
>> As mentioned earlier I'm attempting to implement a general underlieing
>> rule in the game world:
>>
>> Causing any effect within the game increases your own liability
>> to have that same effect created on you.
>Thats really, really, really evil. :)
Thanks.
>> The biggie here for magic is: cast a lot of fireballs on others, and
>> you become increasingly subject to being hit by fireballs. Cast a lot
>> of magical protection, and your own magical protections work better.
>> Etc. This will of course be unstated. Mostly I've been thinking
>> about doing this by manipulating probability fields, but I'd really
>> like to make it a direct tie-in.
>You could do it more as generalisations (ie, split magic into strands
>such as elements, and have using one strand increase your liability
>to spells in that strand), to make it a little subtler than being
>"directly" tied to each spell - but I do have a vaguely similar rule
>in mind, more a generalisation of the above.
I have some general ideas in this area, (I think I posted on them
earlier). The basics are making magi, energy, and everything else
more or less abide by the standard conservation of energy etc laws,
and the concept of anti-/non-anti quantums for each energy type. The
old four elements don't actuall feature in here, my "energy types"
include such as life, force, mass, magic, etc.
>Magic (as a power) is very much like I inisist it to be as a literary
>tool - double edged. It can be a very powerful ally, but it can also
>be extremely dangerous, like a hand-grenade you've just pulled the
>pin from. If you have trouble throwing it, you've got a problem.
Yup. see prior postings. I'm looking at makcing the entire world
ambiguous in this manner.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Level abstractions - Realism vs Game Issues, (continued)
- Re: [MUD-Dev] Level abstractions - Realism vs Game Issues,
clawrenc clawrenc#cup,hp.com, Thu 03 Jul 1997, 02:55 GMT
- Re: [MUD-Dev] Level abstractions - Realism vs Game Issues,
clawrenc clawrenc#cup,hp.com, Thu 03 Jul 1997, 07:09 GMT
- Re: [MUD-Dev] Level abstractions - Realism vs Game Issues,
clawrenc clawrenc#cup,hp.com, Thu 03 Jul 1997, 07:24 GMT
- Re: [MUD-Dev] Level abstractions - Realism vs Game Issues,
Adam Wiggins nightfall#user1,inficad.com, Mon 11 Aug 1997, 12:36 GMT
[ Other Periods
| Other mailing lists
| Search
]