October 1997
- Carnage, scripting newbie guides Koster, Raph
- Carnage, scripting newbie guides Nathan Yospe
- Carnage, scripting newbie guides Chris Gray
- Carnage, scripting newbie guides ##Make Nylander
- Carnage, scripting newbie guides ##Make Nylander
- Usability and interface and who the hell is supposed to clawrenc@cup.hp.com
- 101 Spells Not Worth Memorizing clawrenc@cup.hp.com
- more classes (Usability and interface and who the Brian Price
- more classes (Usability and interface and who the Matt Chatterley
- more classes (Usability and interface and who the coder@ibm.net
- Stranger in a Strange Land (was Usability and interface and Maddy
- Tablets. Ola Fosheim Grøstad
- Stranger in a Strange Land (was Usability and interface clawrenc@cup.hp.com
- Usability and interface ... Marian Griffith
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Broly
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
- Usability and interface ... coder@ibm.net
- Usability and interface ... Marian Griffith
- Turn-based Combat Jon A. Lambert
- Turn-based Combat Travis Casey
- Turn-based Combat John G.
- OT: I'm moving! coder@ibm.net
- (fwd) New mud release coder@ibm.net
- Riddles for games clawrenc@cup.hp.com
- Riddles for games Chris Gray
- Riddles for games coder@ibm.net
- The Trap Collection clawrenc@cup.hp.com
- Learning through failure Jon A. Lambert
- Learning through failure Maddy
- The Trap Collection - Volume II clawrenc@cup.hp.com
- THE COMPLETE GUIDE TO UNLAWFUL CARNAL KNOWLEDGE FOR FANTASY ROLE-PLAYING GAMES clawrenc@cup.hp.com
- (fwd) New MUD software wanted? coder@ibm.net
- (fwd) New MUD software wanted? Felix A. Croes
- (fwd) New MUD software wanted? coder@ibm.net
- META: File attachments as list postings. coder@ibm.net
- More Riddles... Jon A. Lambert
- More Riddles... Jon A. Lambert
- multiple intelligences Brandon J. Rickman
- multiple intelligences Travis Casey
- multiple intelligences Brandon J. Rickman
- multiple intelligences S001GMU@nova.wright.edu
- multiple intelligences Travis S. Casey
- multiple intelligences coder@ibm.net
- OT: Usability and interface and who the hell is suppo coder@ibm.net
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Michael Hohensee
- Fear of magic (was:Usability and interface) coder@ibm.net
- The Official T$R Book of Adventure Suggestions coder@ibm.net
- Mud governance Koster, Raph
- Mud governance Felix A. Croes
- Mud governance Mike Sellers
- Mud governance Travis Casey
- Mud governance coder@ibm.net
- Mud governance Mike Sellers
- Mud governance coder@ibm.net
- Mud governance S001GMU@nova.wright.edu
- Mud governance coder@ibm.net
- Mud governance Koster, Raph
- Mud governance coder@ibm.net
- OT: Usability and interface and who the hell is su Jon A. Lambert
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Nathan Yospe
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Brandon J. Rickman
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) Adam Wiggins
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Matt Chatterley
On Thu, 11 Dec 1997 coder@ibm.net wrote:
> On 09/12/97 at 01:04 PM, Vadim Tkachenko <vadimt@4cs.com> said:
> >coder@ibm.net wrote:
> >> On 09/11/97 at 06:22 PM, "Jon A. Lambert" <jlsysinc@ix.netcom.com> said:
> >> >On 9 Nov 97 at 11:00, Marian Griffith wrote:
>
> >> One could champion the idea of reducing players to the level of
> >> monsters/NPC's as part of the game definition...
> >
> >Why reducing?
>
> Typically player characters are far more capable, better equipped, better
> organised, have better resources, and better situated than NPC's. I like
> the ide of reversing as many of those counts as I can.
Same here (as I said previously, raising NPCs, not reducing PCs). The
first step here is probably to make sure that PCs and NPCs are on what one
might call the same 'balance scale', and that they are sanely equipped
(your NPC knight should have the full plate, lance, shield, bastard sword
and armoured horse the PC one has!). The next you mentioned yourself - the
use of tactics in combat situations.
> >Lets' consider:
> >
> >Q: What is a difference between a monster and NPC?
> >A: None, except that NPC is apparently is able to talk and [pretend to]
> >express other sign of intelligence (which presumes a different level of
> >hostility, too).
>
> How about a MUD where players are effectively on a par with mice, and the
> NPC's are typically on a par with wolves, ferrets, eagles, foxes, badgers,
> etc?
Laf. This could be very fun infact. Playing a small creature which is
basically at the bottom of the virtual food chain.. this kinda happens to
my players (depending on their race) in some regions of the world which
are very dangerous.
> Why should NPC's have poorer equipment than PC's? Why should they have
They shouldn't. This is the main motive behind my 'central equipment
repository' - a creator can elect to kit an NPC out in 'quality 20' (on a
scale of 100) knight equipment (standard), and the NPC will receive a
slightly randomized bundle of Knight-type equipment. This could be
Full-plate, a long shield, metal-tipped lance, warhorse in leather
covering, longsword, a main-gauche, a throwing knife and a crossbow, or
more, or less, depending on the quality and random factor. Said NPC in
said kit would cause a rather large inconvenient to PCs.
> little to no command of tactics or strategy? How about an NPC army
You touched on this one and how to tackle it. Strangely lots of it is
common sense.
> actually performing tactical maneuvers in attacking a town? How about
Heh, heh. I have NPCs who attack towns (with a semblence of tactical
thought). They will withdraw to missile range if a defence army comes out
to beat them, and stand seige (this affects travel in/out and supplies
inside the town). If they are able to get into the town, they will run
through it in ransack gangs, doing as much damage as possible. If they are
set to destroy the town, rather than just take it over, they will probably
set fire to it.
> supply chains for NPC's, including replacements, R&R, equipment, reserves,
> info etc? How about NPC populations which aggressively adapt to the
> predations of the PC population in a best effort to survive and possibly
> retaliate?
>
> Nahh, lets make PC's the prey species, and NPC's the prime predators.
*cower*
> >Do you consider a dragon a monster or NPC? In according to fantasy books,
> >dragons are highly intelligent and can talk many languages...
>
> I don't make a definitional difference between NPC, mobile, and monster
> for the purpose of MUDs.
I do, in that PCs have a network connection associated. Beyond that..
nothing. Richard Woolcock(?)'s 'MonsterMUD' comments were fascinating
indeed.
> >Conclusion: NPC == PC == monster, to some extent.
>
> True. As far as their manifestation in my world, and their base mechanics
> are concerned, they are indentical, except that NPC's tend to be better
> situated, better supplied, etc.
Heh. :)
[Snip]
Regards,
-Matt Chatterley
ICQ: 5580107
"I shall never believe that God plays dice with the world." -Einstein - Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Koster, Raph
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) Chris Gray
- Fear of magic (was:Usability and interface) Richard Woolcock
- Fear of magic (was:Usability and interface) Stephen Zepp
- META: List burp coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) Matt Chatterley
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- CODE RELEASE: [mush mux] Portable Space Engine v0.8.3 RELEASED! coder@ibm.net
- ANNOUNCEMENT: [graphical commercial] Mystic Realms coder@ibm.net
- CODE RELEASE: [server] New Mud Software (SunderMUD 1.0) coder@ibm.net
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Jon A. Lambert
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Felix A. Croes
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Jon A. Lambert
- string parsing Adam Wiggins
- string parsing Ola Fosheim Grøstad
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing Nathan Yospe
- string parsing Chris Gray
- string parsing coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Adam Wiggins
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Sauron
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster Michael Hohensee
- Idea: Hive-mind monster Brandon J. Rickman
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Skill Listing - Part II Jon A. Lambert
- Skill Listing - Part II Derrick Jones
- Skill Listing - Part I Jon A. Lambert
- Poison List - Part II Jon A. Lambert
- Poison List - Part III Jon A. Lambert
- Poison List - Part IV Jon A. Lambert
- Poison List - Part I Jon A. Lambert