[DGD] player economies: npc clients

Shentino shentino at gmail.com
Mon Jul 16 03:56:21 CEST 2012


On Sun, Jul 15, 2012 at 6:52 PM, Jared Maddox <absinthdraco at gmail.com> wrote:
>> Date: Sat, 14 Jul 2012 03:51:24 -0700
>> From: Shentino <shentino at gmail.com>
>> To: All about DGD and Hydra <dgd at dworkin.nl>
>> Subject: Re: [DGD] player economies: npc clients
>> Message-ID:
>>       <CAGDaZ_pnWmit9wgug=fF=OeWgtS7nRDWjTGg8z+ZhEx0cw6cyw at mail.gmail.com>
>> Content-Type: text/plain; charset=UTF-8
>>
>> On Tue, Jul 10, 2012 at 10:31 AM, Noah Gibbs <noah_gibbs at yahoo.com> wrote:
>>> Sure.  And much like in the real world, this will sometimes stop cartels
>>> and sometimes not.
>>
>> Works exactly as intended.
>>
>> I consider it good roleplay to try to run a cartel, just as much as
>> trying to stop one.  So long as players aren't cheating by abusing OOC
>> lines.
>>
>> I think Skotos's rules have this sort of IC vs OOC distinction and you
>> can actually get slapped with an infraction for unfairly taking
>> advantage of OOC information to advance an IC goal.
>>
>
> Depending on the cartel, this could result in other player's enjoyment
> being meaningfully reduced. Have you thought out any bounties/quests
> or 'environmental' methods (e.g. bandits) to use if that happens (I
> figure that in-game counters are the perfect way to deal with in-game
> problems)?

Yes, the idea of a wanted poster for a monopolist that is oppressing
the king's peasantry does sound good.

Bandits that prey upon the rich also sound good.



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