[MUD-Dev] Roleplaying vs Immersion
Erik Jarvi
ejarvi at megsinet.net
Sun Jul 30 22:01:03 CEST 2000
On Sun, Jul 30, 2000 at 12:58:26AM +0200, Miroslav Silovic wrote:
<snip>
> Now, a few measures that increase immersion:
> - remove all OOC communication and police the remaining means of
> communication for OOCness
> - simulate every aspect of the game world
> - withdraw the information that you can't prove the player could
> have obtained
>
> A few measures that increase roleplaying:
> - ask the players to separate IC and OOC communication and the
> information obtained, police for abuses
> - simulate every action a player could possibly do within the game
> world, have staffers ready to serve special requests (because the
> players that have creative ideas and approaches to the problems
> deserve rewards)
> - withdraw the information that you are absolutely sure player could
> not have, ask the players to use common sense for all the rest
> (and naturally, punish abuses).
Can you elaborate the difference between:
- withdraw the information that you can't prove the player could have obtained
and
- withdraw the information that you are absolutely sure player could
not have, ask the players to use common sense for all the rest
I suspect that it has to do the the keyword "prove".
I'd also be curious how to implement/police this without being draconian.
Can you?
Erik
--
All music aspires to the condition of muzak.
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