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Re: CF: Usless Items (was Map integration)



Anthony Thyssen wrote:
> All notes and letters etc should have either a specific well defined
> meaning, OR are obviously ``fluff' to be ignored, sold, alchemised to
> gold, etc.

I disagree.  Real life adventures have clues that mean nothing.  Good
dungeon design principles involve clues that lead to either nothing or
to minor quests.  Read Larry Niven's Dream Park for some interesting
examples.

I like the idea of leaving creative useless clues around, be they keys,
books, or anything.  The sense of mystery is good for game play.  Take
away that mystery with "everything must have it's place" and you have
created an artificial universe that isn't nearly so interesting.

-- 
James Cameron                                      (cameron@stl.dec.com)

OpenVMS, Linux, Firewalls, Software Engineering, CGI, HTTP, X, C, FORTH,
COBOL, BASIC, DCL, csh, bash, ksh, sh, Electronics, Microcontrollers,
Disability Engineering, Netrek, Bicycles, Pedant, Farming, Home Control,
Remote Area Power, Greek Scholar, Tenor Vocalist, Church Sound, Husband.

"Specialisation is for insects." -- Robert Heinlein.
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