[MUD-Dev] characters per account

Jeff Freeman SkeptAck at antisocial.com
Tue Apr 4 11:18:05 CEST 2000


>Jeff Freeman wrote:
>> Is it just the size of the map that's a problem?


>Mike Sellers wrote:
>One other big problem is character death: resurrecting people by spell or
>just because is one thing in a fantasy environment; people don't blink
twice
>at it. Will they do the same in a science fiction game?  Or do you need to
>go to cloning or some other device to keep the threat of death credible? (I
>haven't heard of anyone making a Paranoia-style MMPOG, but man that could
be
>a ton of fun!)


I was thinking more along the lines of a background designed specifically
for the environment.  For example, maybe all the characters in the world
(er, worlds) are robots, controlled remotely by the players (since, in fact,
that's the case).  They have a built-in ability to communicate with one
another over long distances (whether or not you build instant messaging into
the gameworld, they'll have it, so you might as well).  When they die,
they'll just re-appear somewhere else with some other form, etc.  New body,
same brain sort of thing.

That is, some distant future where mankind has replaced itself with AI and
factory-built 'bots' that have, as luck would have it, all the abilities
that MUD players have just by virtue of being on a MUD.  No gender, any
number of bodies - quite a lot really that stock fantasy (or even a star
wars/star trek/traveller setting would have to rationalize after the fact in
order to squeeze the background into the environment).

'Really blurs the distinction between player and character, too.  Which I
also like.





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