You know, coding my first MUD ruined my entire playing experience. Now I no longer see things on a MUD as role playing, but I see how the computer works behind it, how the entire thing is calculation-based, and how most muds that I visit really aren't doing much more than adding a few worlds here and there--which is just descriptive writing of scenery. Has anyone else been disillusioned like this? Well, I'm going to write some randomness into my MUD, but I need suggestions...how would I prevent my players from seeing such a calculation-basis, or non-RPGlike environment of a MUD? I mean, adding features, and commands, and combat methods, etc will only make it more complex. Any ideas? ("A giant squirrel appears in front of you and starts nibbling at some acorns")? Thanks +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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