[MUD-Dev] Wild west (was Guilds & Politics)
Alex Oren
alexo at bigfoot.com
Tue Dec 9 14:54:15 CET 1997
On Tue, 9 Dec 1997 06:25:04 PST8PDT, s001gmu at nova.wright.edu wrote:
} > The change of subject was intentional. I didn't want to get into the discussion
} > on the subject of jerks (don't think I have anything worthwhile to add to it)
} > but people who want to RP jerks/thieves/killers might benefit from the ideas
} > above.
}
} From an RP perspective, I agree entirely... I think it'd be a fabulous
} idea. In fact we fully intend to implement such a system. My mind was
} still thinking along the lines of non-RP jerks and potential solutions to
} the problem. The two subjects are closely related. What is the
} effect of setting up a social system where it is acceptable to behave any
} way you please in some areas, while other areas have strict law
} enforcement? Within the context of the game and Role Play I think it
} adds gobs of flavour and is, on the whole, a Good Thing (tm).
} Unfortunately, I don't think you can look at just one aspect of the
} system's impact. What about those ppl who log in, not to play the game,
} but to 'game the game'? or those ppl who log in just to get an ego rush
} from harassing other ppl?
As long as the separation between areas is *heavily* advertised, this might not
be a problem.
Harassment of others in the "wild west" zones will be allowed.
Don't want to be harassed? Don't go there!
In the "civilized east", you can implement all kinds of safeguards discussed in
other threads. That combined with a lengthy process of character creation and
permadeath by imps for being a jerk will take the fun out of it (note: this
subject is getting beaten to death in other threads).
Anyway, wild west zones can serve as good places to ventilate moderate amounts
of hostility. Just remember to populate them appropriately (mobs with an
attitude, other mobs that grovel before bullies, helpless baby orcs...)
--
Have fun,
Alex.
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