[MUD-Dev] Alignment

Charles caugusti at gladstone.uoregon.edu
Tue Apr 18 16:00:03 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).

Well, if you think about it you can draw a few parallels to reality.  For
instace, any sort of relationship, it's MUCH easier to get on someone's bad
side by doing something they don't appreciate, like harming them or
something they value, than to get on their good side.  For instance, if
you're with a friend and you say something truely insulting then it will
most likely take you more than one really nice comment to get out of the
doghouse, so to speak.

-- Hyllus.



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