[MUD-Dev] The Relationship between pkers and monster AI?
Matthew Mihaly
diablo at best.com
Thu Sep 9 16:56:16 CEST 1999
On Thu, 9 Sep 1999, Dundee wrote:
> On Thu, 9 Sep 1999 02:31:25 -0400, Travis Casey <efindel at io.com> wrote:
>
> > It is possible to do player-vs-player scenarios in table-top RPGs; I've
> > run them before. There are published adventures built around p-v-p
> > play. There are also groups which follow the practice of having an
> > Adversary -- that is, a person separate from the Game Master who plays
> > the opposition.
>
> I think it's important to draw a distinction between consentual PvP and
> non-consentual PvP (what I'd classify as "PKing").
>
> PKing doesn't exist outside of MUD'dom. If you get PK'd in the ol' weekly
> tabletop D&D game, then someone doesn't come back next week - either the PK
> or you.
>
> And even that hasn't happened since about 9th grade, has it?
>
> Gee, why *are* PK's stereotyped as immature? I wonder....
I'm not really sure I follow your logic. We're talking about PK in muds,
not table top games (where, as you point out, it doesn't really happen).
I, personally, don't like any distinction made between consensual and
non-consensual PK, as it makes it seem too trivial. Consenual PK (please
do not use the term PvP as interchangeable with PK. PvP is player vs.
player. It does not in any way imply combat, though it very well may
include combat) simply does not allow players to experience the same range
of emotions that real PK does. It makes it into a game within your mud,
rather than a dramatic part of life in your mud. Certainly I'm not opposed
to consensual PK, and I built an Arena in Achaea to facilitate that where
combat (using up materials as well as death) is mainly free of cost. But,
it feels trivial and artificial when doing it. Honour may be at stake, and
of course this heightens emotions, but nothing gets emotions going as well
as being PK'd or generally messed with unintentionally. There is, in my
opinion, way too much attention paid to making sure that users never get
upset. I love it when my users get very upset about something that
happened to their characters. Means they care a lot (of course, you have
to make sure that the opportunity to feel good is there too).
--matt
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