[MUD-Dev] Alignment

David Bennett ddt at discworld.imaginary.com
Mon Apr 17 10:54:07 CEST 2000


On Mon, 17 Apr 2000, Richard Ross wrote:

> Instead, I came up with a scaled alignment system.  The basic premise is
> that if you're alignment is down there with Lucifer it's gonna take a lot
> more than a few slain goblins to lift you up to St. Peter's level.  Then I
> hit a problem.  Is the reverse necessarily true?  If you're good, doesn't
> committing an evil act hit you harder?  Slaying a newborn child may be the
> evil guy's normal pasttime (none or a slight alignment shift) but if the
> good guy does it he can expect his alignment to plummet.  This basically
> results in a world where it's easier to be evil than good, although it's
> hard to get to the extremes of either (and hard to stay really good).
> So I thought I'd throw this one open for discussion.  Should I go ahead with
> this system and risk having a mud full of evil characters (despite the
> player's best efforts), or is there a solution?  Has anyone else tried
> non-standard alignment systems, and how have they worked out?

Hi there,

Discworld uses a system much like you are describing.  It is much much
harder to become extremely good than just good, and the reverse as well.
So when you swing to one side or the other of neutral you do not tend to
change much, unless you do something wildly inappropriate.  Alignment is
still a pretty artificial system, after all isn't there some inherent evil
value in killing anything?

Slowly fluffing away,
David.




_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list