Adventurer Groups [was Affecting the World]

Jon A. Lambert jlsysinc at ix.netcom.com
Tue Nov 25 05:23:36 CET 1997


On 23 Nov 97 at 10:51, Marian Griffith wrote:
> On Mon 15 Sep, Jon A. Lambert wrote:
> > On 12 Sep 97 at 14:21, Marian Griffith wrote:
>
> I found this old post in my mail and I thought it deserved more atten-
> tion than it had gotten two months ago.
>

I thought it might well be spun into a few new threads.

> > > Even on a pure hack and slash game groups and group mechanics can be
> > > important.  E.g. when solo characters have a severely limited proba-
> > > bility to survive it's important to form groups, and to cooperate as a
> > > group.  Especially when it goes beyond the automated healing  that can
> > > be performed by a client.
> 
> > What automated healing? ;) Get rid of it.  Blood loss, broken bones,
> > nerve damage, sprains, amputations, etc. That area simply screams group
> > mechanics. 
> 
> That is the point I was trying to make. Or rather what I think is
> essential in any mud. The most effective way to play should be as
> a group.  That way a certain amount of social behavior is forced
> on the players,  and disrupting the game and spoiling the fun for
> others  has immediate consequences in the game.  Making healing a
> little more involved works in that same direction.

I had a few reasons for adding semi-realistic consequences to combat. 
These are in the form of specific aggravated wound types, blood loss, and
concussion damage (read this as hit points).  Concussion damage and blood
loss can heal naturally over time or through magical means.  The aggravated
wounds also can heal over time, though this is usually a much longer time
frame, but left untreated cause immediate and debilitating effects.  Also
the results of combat are rarely immediate death.  The primary result is
unconsciousness.  

The first reason was that I hope to create situations where there was a 
rational need for mutual dependence, primarily through first aid and 
rescue.  There is no Recall and Teleport is rare.  This does not preclude 
Solo play, it does however make it much more difficult especially in 
hostile or wilderness areas.  Characters can certainly gain a level of 
expertise in the skills needed to maximize solo chances in the wilderness 
but may suffer in other settings.  A group of adventurers that come 
together will of course have to interact to greater extent and more 
carefully prepare since a wider variety of skills is needed for survival on 
an extended journey.  

The second reason was to make sure healing and the logistics of adventuring 
become part of a greater economy and provide feedback into other mud 
systems.  Perhaps more on this in another thread.

The third reason was to make healer profession a bit more interesting.
To provide a number of activities such as herb gathering, more specific
skills and spells, group channeling and deistic ritual and sacrifice.  

An overlong example (the gist of some places I'm going with healing):

--The aftermath of the battle--
# look at Bubba
Bubba lies unconscious on the stone floor. You notice his left leg is bent in
a awkward and unnatural angle. You see bone protruding through his leather
leggings.  A pool of blood is rapidly forming around him. 
# apply firstaid Bubba 
Bubba is no longer bleeding. 
# remove leggings Bubba. 
You remove Bubba's leather leggings. 
# look at Bubba 
Bubba lies unconscious on the stone floor. You notice his left leg is bent 
in a awkward and unnatural angle. You see bone protruding from his left 
leg. You notice a heart-shaped tattoo bearing the inscription "Mum" on his 
right leg. 
# grin 
You grin. 
# consider cast 'bone ways' Bubba left leg 
This action would be routine. The wound appears to be beyond the capability 
of that spell.  
# consider cast 'bone ways true' Bubba left leg 
This action would be moderately difficult. The wound appears to be within 
the capability of that spell.  
# cast 'bone ways true' Bubba left leg 
..... 
You have failed to cast the spell. 
# apply firstaid Bubba left leg 
You set Bubba's broken left leg. 
# get 'mirkannon' from pouch left side 
You open the the belt pouch on your left side and get out the vial of 
mirkannon. You are holding the vial of mirkannon in your left hand. 
# apply mirkannon Bubba left leg 
You apply the salve of mirkannon to Bubba's left leg. 
...etc.. 


The fourth reason was that I enjoy being bathed in the hot spray of the 
enemy's blood, to actually have that bone crushing blow do exactly that,
and to watch them grasp helplessly and in horror as their entrails spill  
to the ground.  Mayhap this is a gender-biased thing or maybe I'll outgrow
it. ;)

--
Jon A. Lambert

If I'd known it was harmless, I would have killed it myself.



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