[MUD-Dev] Persistent Worlds

rayzam rayzam at home.com
Fri Feb 23 13:54:36 CET 2001


----- Original Message -----
From: "J C Lawrence" <claw at kanga.nu>
To: <mud-dev at kanga.nu>
Sent: Friday, February 23, 2001 2:54 AM
Subject: Re: [MUD-Dev] Persistent Worlds


> On Fri, 23 Feb 2001 02:22:51 -0500
> Jon Lambert <tychomud at ix.netcom.com> wrote:

>> J C Lawrence wrote:
>>> Jon Lambert <tychomud at ix.netcom.com> wrote:

>> Hmmm... maybe if I did set up all those triggers and stopped trying
>> to read it, enjoy it and respond manually, I could go fix myself a
>> sandwich, read the newspaper and only come back to the console when
>> it pages me that Tiamat is dead.  I would then have a better
>> baseline in undertanding why some consider roleplaying to require
>> too much effort, intensity and player attention.

>> *snicker*

> It is at this point, as a self-admitted GoP'er and card carrying
> member of GoPers Anonymous ("Yes, I'm a GoP'er and this is my
> story"), that I note that my preferred MUD client is simple, raw,
> telnet.

> I guess my goal selection is just a mite atypical.

So atypical, that we get a lot of people who use triggers. Most
trigger use is to give themselves specific messages/reminders when
something happens [in case it gets lost in the scroll]. Of course,
these messages would be said to the room or to the party, etc. So we
added a think command, where it only echoes the message to
themselves. Now they trigger messages on the think command and the
trigger has them thinking to themselves 'My weapon just took some more
damage, I should check it'. 'My protection spell just dropped.' 'I'm
getting hungry'. 'Wow, that was a great hit!' etc.

I wonder if that's roleplaying or what level of immersion? :)

    rayzam
    www.retromud.org


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