You know, having differing spells nums, etc would be a good thing, I think. Consider your basic level 5 mage, he's pretty wimpy on mud X, but he finds this strange portal and, having little loose, he steps through. Boom, he lands in mud Y, where he finds the arcane words he used to call a magic missile on mud X now cuts loose a spirit fireball! The worlds are different, you could spin up a story about the mana rich world of Y, versus the medieval siege world of X. Of course you'd have to plan this stuff out with the other imps, but it could be a LOT of fun from the player's stand point. Perhaps the average level 20 warrior of X could transition to Y, where he'd find his limited military skills now make him fierce warlord and a tactical genesis. Of course... once he got over the thrill of wrecking house and faced a mid level mage of Y... things could get real ugly real fast. Enter mud Z, a dark Goth world... mud A, the apocalyptic future... Of course, the real trick to this would be coordination among the imm staffs, and perhaps hardest of all, keeping the balance... perhaps a hidden player stat called entropy could be used, while a player was in a strange world his native entropy could be would be slowly ebbing away back on his home world... sure you could hit like a tank on the mana rich world, but without returning to your native world, you'd die. Maybe some players would never even notice it, just after a year or so away from home, players would start dying mysteriously... soon they'd piece together what was happening. Something to think about. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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