[MUD-Dev] Consistent Characters (Was Remote client connection)
Marian Griffith
gryphon at iaehv.nl
Fri Nov 17 22:52:03 CET 2000
> 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.
You would put restrictions on what a character can do if it is either
physically impossible for them (obviously) or if you, as a world-builder
want to keep the players true-to-type. Paladins are supposed to be the
champions of their god, and will have no desire to do something wrong
(ideally, that is). While some players will see the challenge in playing
the paladin in character, others will merely see a "cool" set of abili-
ties. To prevent dilution of the meaning of the term paladin you might
want to restrict the abilities of that class, if that matters to you, as
a game designer. There are of course other ways to achieve the same end
result, but all take away freedom of the players one way or another,
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
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