Everyday goings on are fine, which is to say there's not much new going on, but we've got little truck with roleplay, artifacts, and events. Why is this? When last I checked, games like Rolemaster didn't focus on crafting the perfect weapon with which to gain combat xp at 6 times the rate someone less well versed in the system can earn at.

Now one of the problems with life on Darke is that the strong are near enough unstoppable, but one of the few ways to equalize the playing field is through games of chance, skill, and intellect. While it's hard work programming anything innovative it seems there are a number of loose ends that could be tied up in clever roleplay or outlined quests.

Historically, artifacts have dealt directly with combat - the ring stands out in particular in my mind. There's no reason artifacts couldn't open specialized areas, allow use of non-combat spells or skills, or engage the user in a realmbuilding affair quite like castles, but with many (MANY) more options. Things like charisma and comliness matter none at all in the grand scheme of things right now; neither do languages, but these are threads that can be chased by an innovative programmer.

We the players have very little interactions with mobs beyond killing them, even shopkeepers are largely unused. No reason we should change this, but it's yet another puzzle piece that could be involved in some interesting interactions.

Maybe I'm alone in wanting some engaging mud events, new areas that reward something other than stellar equipment, or magic the likes players can't begin to create. I don't think I am though. Anyone else have thoughts on the topic?
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