[MUD-Dev] Consistent Characters (Was Remote client connection)
Travis Casey
efindel at earthlink.net
Mon Jun 26 15:48:23 CEST 2000
Wednesday, June 21, 2000, 12:37:20 PM, Paul Schwanz - Enterprise Services <Paul.Schwanz at east.sun.com> wrote:
> Phillip Lenhardt said:
>>> I don't see how giving a limited menu of choices in a situation prevents
>>> players from giving meaning to their characters. Who says that "say" and
>>> "emote" aren't choices on that menu? If you're character is a paladin
>>> and that paladin is talking to a good priest, why should that paladin
>>> have the option of attacking the priest? After all, it is not good
>>> roleplaying to do so since it is totally out of character.
> Travis Casey replied:
>> How do you know it's out of character? Are all paladins the same?
>> Can paladins not be mistaken? What if I want to play a fallen
>> paladin, and am in the process of having him fall? What if I want to
>> play a flawed paladin -- a good man with a bad temper? Simply by
>> leaving off the "attack" option, you're both giving me information
>> that I might not have had (that this is someone I'm not supposed to
>> attack) *and* restricting the kinds of characters I can play.
> Aye. There's the rub. But must we have one extreme or the other? Do we only
> have the option to either rule out-of-hand any action that the designer decides
> may go against character or allow without consequence any action, no matter how
> out of place?
Umm... I never said that actions shouldn't have consequences, and I
certainly didn't mean to imply it. IMHO, allowing any action with no
consequences is very bad for roleplaying.
--
|\ _,,,---,,_ Travis S. Casey <efindel at earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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