[MUD-Dev] Re: evil - good realism
Vadim Tkachenko
vt at freehold.crocodile.org
Thu Oct 22 23:02:32 CEST 1998
Orion Henry wrote:
>
> "Wilburn, E.J." wrote:
>
> > First I'd say restricting good players from killing good is not realistic.
> > You're assuming that a player, once good, is always good. Good people
> > should be able to attack/harm good people it would just cause them to swing
> > towards the Evil side. (However quickly, maybe one murder would instantly
> > make them evil). Also, evil killing evil from everything I've ever read is
> > a fairly common occurence. There is no honor amoung thieves. I suppose if
> > you changed it from Good vs. Evil to Human vs. Dwarf that would be
> > different.
>
> This is one of the failings of Good/Evil systems. All of us being
> raised with the Good/Evil Movie mentality think ... well if a good
> person murders a good person they become evil and if an evil
> person murders an evil person... well... nothing happens to them...
> and then evil kind of becomes the sink for indiscriminate killers.
>
> I feel that a better way to do something like this is to have two
> totally different things being mapped. How much the forces of
> Good like you and how much the forces of Evil like you.
>
> Thus you can have.
>
> Good likes you : not too hard.
> Evil likes you : not too hard.
> Both like you : very very hard.
> Both hate you : all too easy.
Not to waste the bandwidth, take a look at the concept of "alignment
community" I proposed quite a while ago. Makes everything very easy.
Should be in archives.
> -Orion Henry
--
Still alive and smile stays on,
Vadim Tkachenko <vt at freehold.crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
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