Whirl's

!Overlord project

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The !Overlord project

Reward broadening your horizon directly

By Pier Donini (infocoatings@planet.ch) of MUME.
On Mume, and on other muds, there is the concept of travel points. These are awarded for entering certain rooms. As a certain amount of travel points are required to level this forces players to wander, rather than kill the same monster over and over again. Also, on Mume, as you kill the same monster over and over again the experience you get for it is lessened.
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List05A By: Marian

    [re:]This works well on a game that emphasizes combat, and is designed as a virtual battleground, as it makes players do more than a quick rush for expreience. However for roleplaying environments this seems a little bit crude. It doesn't encourage players to do something else than fight, even if that is actually strange according to their role (imagine a healer walking about and beating horses and such over the head with a club?)

List05B By: David Forthhoffer (dforthof@adobe.com)

    [re:]Instead of travel points, just have sages, trainers, etc. spread all over the place so PCs *have* to travel to advance in more than one area.

List05C By: Matt Payton (Pmpayton@sky.net)

    [re:]MUME's are middle-earth based, no? Middle earth is based off of RoleMaster which views experience as a measure of the characters life-long accumulated 'experience'. Everything the player does (including travelling) adds to the player's experience. The 'type' of travel, and the area traveled in, affects how much is gained from the trip.
    i.e. travel by ship, where the player spends the majority of the time below deck reading a book offers little or no experience. Travel by foot, through the swamp of death, offers a LOT of experience.
    List05Cre By: Marian
      [re:]This only has real significance if the risk involved is proportional. That argues for the experience-for-combat argument. What does the RoleMaster (?) have to say about knowledge? While reading a book the player may not get more experienced in the practical sense, but how about learning more about the world. Shouldn't that count as well? The big question is of course: How do you separate achievements from the obvious actions? So players can detach themselves from the underlying mechanics of the game

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