[MUD-Dev] Quests

Jon Lambert jlsysinc at ix.netcom.com
Mon Apr 17 02:31:27 CEST 2000


Madrona Tree wrote:
>From: "Raph Koster" <rkoster at austin.rr.com>
>
>> I can see a way to do them periodically, with a largish staff,
>> to a lesser level of complexity.  I don't know how to weave it
>> into the fabric of the world.  Anyone?
>
>Quick answer:  develop the NPC AI enough so that they care about certain
>things, and want players to fix them when they are broken.  Then have the
>Admins screw things up just enough to keep things interesting.  That might
>be one way... at least for smallish, non-world-changing quests.  Bigger
>events - I'm not so sure about.
>


Off the cuff ideas:  

Assume I'm running a WOT mud that has implemented weather and the 
negative effects of it.   Add code to a given evil NPC (forsaken) that begins 
to swing the weather into that uncomfortable zone.   Sprinkle clues.

Assume I'm running a mud that has a magic system is based on ley lines
and/or mana nodes.  Add NPC or object that bend such lines or creates
a mana sink that causes far reaching negative effects on magic use.
Sprinkle clues.  Mix.

In both cases players (or classes of players) have a in-game compelling
reason to embark on the quest merely because the environment that
they operate in has become (or is becoming) increasingly uncomfortable.

Note in either case this particular type of quest need not be formally
"announced".  Discovering that such a quest (problem) exists may be 
half the fun.  

Also a mud that runs these from time to time, could use the concept to
cleverly hide and cover-up player-discovered bugs.    ;-P

--
--*     Jon A. Lambert - TychoMUD Email: jlsysinc at nospam.ix.netcom.com     *--
--*     Mud Server Developer's Page <http://jlsysinc.home.netcom.com>      *--
--* "No Free man shall ever be debarred the use of arms." Thomas Jefferson *--









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