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Re: [MUD-Dev] Raph's collection of MUD design Laws
On Sun, 12 Mar 2000, Greg Underwood wrote:
> Now, granted, any community will want to divide into sub-groups, but what
> you call those groups, as well as how many you provide can have a great
> affect on how much flavor they add vs. how much they push at the seams of
> what holds the community together.
Ive always found it much easier to first let the users somewhat
self-divide into their own groups then create guilds/clans as needed. You
can then offer clanhood to the groups that have over X members and have Y
gold saved up or something.
This way you don't have any "leftovers". =]
Wes!
wconnell#skotos,net
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- Thread context:
- Re: [MUD-Dev] MUD Specific Building pages, (continued)
- [MUD-Dev] Raph's collection of MUD design Laws,
Greg Underwood gunderwood#donet,com, Sun 13 Feb 2000, 00:10 GMT
- Re: [MUD-Dev] Raph's collection of MUD design Laws,
Kristen L. Koster koster#eden,com, Sun 13 Feb 2000, 07:06 GMT
- Re: [MUD-Dev] Raph's collection of MUD design Laws,
Wes Connell wconnell#skotos,net, Sun 13 Feb 2000, 07:06 GMT
- Re: [MUD-Dev] Raph's collection of MUD design Laws,
Caliban Tiresias Darklock caliban#darklock,com, Sun 13 Feb 2000, 21:12 GMT
- [MUD-Dev] Embedding Python,
icecube icecube#ihug,co.nz, Sun 13 Feb 2000, 00:10 GMT
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