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[Veronica, Deutha] > Okay, this is an idea I saw on another mud (not yet open to the > public, unfortunately) and it seems like a _very_ good way of > keeping high level players interested. That sounds like a good thing. Most players seem to see creatorship as their ultimate goal (it's a matter of debate as to whether that's a good thing or not). > Some of it won't > work in the DW context, but please read it and see what you > think. > > LEGENDS. > Legends are level 20 characters. That would be level 300 (say) on here, then. > They are those who have completed all > necessary quests and risen beyond level 19. Is that _all_ the quests or just a proportion of them (like the 33% to apply to be a creator)? I suppose that's something to decide. Having said that, nearly all high-level players will have done all the quests to get where they are, so it's probably not that relevant. Or are there quests specifically aimed at getting legend status? > Occassionally, a new God > is picked from the Legends to help run the game. As I understand it, the reason we have any high-level players at all is because they don't want to be creators here. Of course, a system like this to persuade people to stick with it long enough to get to high-level would changed that. > The object of playing changes dramatically on reaching Legend status. > There are 6 levels of Legend - 0 to 5. The level 5 legend is the highest > status that a player may have on the game. The new object is to become > the level 5 legend. > There is however only ever one Legend of level 5..and 2 of level 4, > continuing downward to level 1. Even just doubling every level would give more than enough spaces to accommodate the high-level players. And if there are more players than spaces, it'll just have to be even more cut-throat :) > There can be an infinite number of > level 0 legends. Hence to rise to the next Legend level, there has to > be an available place. A legend may have to eliminate a higher legend to > make this space. Competitive advancement, then, like the University and Assassins' Guild. > When a Legend dies, he/she will always drop in Legend > level. > A Legend's level is decided by Legendpoints. These drop at a steady rate > whether the Legend is playing the MUD or not. A dynamical system is nice, but should the rate of decrease be the same for being logged on and not being logged on? Maybe a slower rate, but still non-zero, if the player is not on. And how will information about the Legend points be available to the player? A verbal description (along the lines of your fame being represented by how nice a plaque you have at the Fighters' Guild) is preferable over numbers in my book. > To keep at a stable level > a Legend must gain a certain amount of experience or cash a week. Points > can be exchanged for this. The higher the level, the more a point costs. Well, that would provide an alternative sink for xp to endlessly raising skills to unfeasibly large levels. Cash for points sounds a bit too easy, though. > Legends may learn new spells and train for new abilities at the Legends' > guild. There are also some Legend-only weapons to be found. These extra facilities need to be carefully balanced, but they would provide the incentive for players to actually get there. And with a Legend level restriction on use of the spells/commands/weapons/etc. there'd be an incentive to stay there. Plenty of opportunity for hybris here :) > A legend cannot initiate an attack with a normal player, but can > however be attacked by one and defend his/herself. Hence it is wise > for a Legend to gain a band of followers who may help him/her > in battles against other Legends. And fostering inter-guild co-operation, of course, which is good. > Players may become loyal to a legend by asking them to 'recruit' them. > Whenever the player is then in the legend's party, they will receive > xp depending on their level of loyalty. Players may raise their > level of loyalty by killing followers of opposing legends > or by killing legends themselves. A player at the lowest level of > loyalty will receive normal xp whenever he/she is in the legend's party. Well, group adventuring is good and this provides one way of formalising it (more numbers *ugh*). If the logistics can be worked out, and it's flexible enough, then it's just a matter of seeing if the players would actually use the system. Titania? > END LEGENDS. > > Well, I like the idea. It fits into the idea of Discworld "Heroes" > quite nicely, and is more interactive than the hall of fame thingy. > Plus, I can just imagine CMOT selling tickets to the big Puph vs. > Klahn title fight for Legend level 5... can't you? Dibbler doing anything besides selling sausages and getting slaughtered would be nice to see... > Veronica, requesting feedback. Deutha, providing some, but there should be more.