[MUD-Dev] PvP Systems
J C Lawrence
claw at kanga.nu
Sat Feb 17 16:19:03 CET 2001
On Fri, 16 Feb 2001 16:16:26 -0800
John Buehler <johnbue at msn.com> wrote:
> Jon Lambert writes:
> Second, I very definitely want players to react to the world.
> Many folks are far more interested in having the players control
> the world. That only works for a limited population of players
> who are of a like mind.
What defines those two qualities as contradictory?
> Whose atmosphere? The one that I wanted or the one that the
> roleplayers want?
There's a judgement call in here. If you're aiming for a
child-friendly atmosphere a furry-sex campis not quite par. OTOH
setting yourself up in opposition to a (significant) chunk of your
player base doesn't tend to work well.
Why would you want to set yourself in opposition to a set of players
attempting
> I don't want my players to roleplay beyond functional roleplaying.
> I want them to enjoy the world. What I want to avoid is players
> who do things that are very counter to the atmosphere of the game
> world.
You seem to assume a general level of homogeneity among your player
base that just doesn't exist when you build populations of the size
you are talking about. You are going to get clans and cults and
heavy RP groups and light RP groups and white supremecists and rabid
PKers and rabble rousers and politicians those looking at your whole
world as merely a glorified IRC and... About the only thing you can
be absolutely positive of is that once you assemble a group of
people of that size, that the group itself will become the most
attractive gaming target present; orders of magnitude more
interesting than your piddly little world or its mechanics.
--
J C Lawrence claw at kanga.nu
---------(*) http://www.kanga.nu/~claw/
--=| A man is as sane as he is dangerous to his environment |=--
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