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[MUD-Dev] Re: let's call it a spellcraft
On 25 September 1998, Adam Wiggins wrote:
> On Fri, 25 Sep 1998, Travis Casey wrote:
>> [researching spells offline]
> Note that this also means that any descent "powerplayer" will have 5 or 10
> mage characters constantly researching spells. There should probably
> be some tradeoff between online and offline time to make this happen.
There is a tradeoff -- online time would be needed to gain experience and
increase your character's magical skills, while offline time can be
used for magical research. Thus, you'd have to build a character up
to a decent power level before having him/her start doing magical
research. Also, spell research should, IMHO, cost money and sometimes
require strange items. Thus, a magical researcher needs to have some
source of income and some way of getting those items. (Note that this
doesn't have to be adventuring... an experienced mage could set
him/herself up doing research, then sell the new spells to other
characters, and hire other characters to get the items for him/her.)
To some extent, this is a general problem... I don't like players
having multiple characters, period. When/if I ever have time to
implement my ideas in a mud, I plan on using a MUSH-style registration
system, which should help cut down on problems with multiple
characters.
One last thought... the fact that someone, somewhere, has invented a
spell doesn't mean that you can use it. For a player to do this with
multiple characters, he/she would have to have the characters trade
spells often. This sort of activity could be monitored via a log, and
suspicious things looked out for.
> Actually, it would be extremely cool if at least the basic form of
> every spell existed somewhere. For example, the 'raise dead' effect
> which you mention could occur in spooky dungeons or ancient crypts
> automatically. (So if someone gets killed inside it, that's one more
> undead warrior to fight future adventurers...) Players would eventually
> learn that any effect they see in the 'regular' mud world can be duplicated,
> and then enhanced, through their own spells.
Every spell might exist somewhere, but some of them might still not be
"natural"... for example, a tomb might have that property because the
god of death gave it to it.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
- Thread context:
- [MUD-Dev] Re: let's call it a spellcraft, (continued)
- [MUD-Dev] Re: let's call it a spellcraft,
Niklas Elmqvist d97elm#dtek,chalmers.se, Wed 23 Sep 1998, 15:33 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Travis Casey efindel#polaris,net, Fri 25 Sep 1998, 04:31 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Caliban Tiresias Darklock caliban#darklock,com, Fri 25 Sep 1998, 05:00 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Adam Wiggins adam#angel,com, Fri 25 Sep 1998, 18:30 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Niklas Elmqvist d97elm#dtek,chalmers.se, Fri 25 Sep 1998, 23:24 GMT
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