I am a bit confused about point 1. Do you build on a mud with a heavy Good/Evil theme? Why do you limit yourself so much right at the beginning?
I'd be inclined to say mprogs. First, you need to have some descriptions anyway, so every area will have them, better or worse. Even if you have a whole range of dynamic descriptions, in the long run they will not add as much life, randomness and dynamics to an area as well designed mprogs will. They are also harder to avoid, unlike descriptions that a player can pretty much turn off by using brief mode. But both are important, not just necessary.
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