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[MUD-Dev] Re: Quest engines
On Mon, Oct 05, 1998 at 04:21:50PM -0500, Michael.Willey#abnamro,com wrote:
> I have been thinking through a similar scenario
> with my wife. We called it the "Spooky/Peaceful
> Forest" scenario. We were speculating that a persistent
> object A, when placed in location B, would cause
> the spirits of the dead to rise and haunt a specific
> area. If the object is instead placed in location
> C, the spirits would be allowed to rest. If we
> provided organization D, with a vested interest
> in keeping the area peaceful, and organization E,
> with a vested interest in keeping it haunted (perhaps
> they operate a toll road that a journey through
> the haunted woods would bypass?), then the two
> organizations would maintain a constant state of
> quest, as minions of the two groups tried to steal
> the object from each other or keep it from being
> stolen.
In other words, persistent "Capture the Flag". Very nice, I like the
way you have hidden it in the fantasy setting. Judging from the popularity
of this type of game in the mass population, I think it would be a great
success on your mud.
- Thread context:
- [MUD-Dev] Re: [Off-Topic] Patents (Was Re: Storytelling vs. Simulationist),
ApplePiMan ApplePiMan#aol,com, Sun 04 Oct 1998, 00:14 GMT
- [MUD-Dev] Re: Quest engines,
Koster, Raph rkoster#origin,ea.com, Sat 03 Oct 1998, 18:06 GMT
- [MUD-Dev] simulation vs. storytelling is a fallacious distinction,
James Wilson jwilson#rochester,rr.com, Sat 03 Oct 1998, 17:50 GMT
- [MUD-Dev] [DESIGN] To kill or not to kill? (non-violent conflict),
The Wildman wildman#microserve,net, Sat 03 Oct 1998, 15:36 GMT
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