[MUD-Dev] narrative

Matt Mihaly the_logos at achaea.com
Fri Aug 16 17:29:41 CEST 2002


On Fri, 16 Aug 2002, Ron Gabbard wrote:

> Without consequences, there is no real danger or fear and most
> games don't have a great deal of vicissitudes (unexpected
> changes).

> Thus, all the conditions necessary to enable the players to
> exhibit bravery/courage are absent from games.  I don't care how
> well wordsmithed a narrative may be.  If the protagonist can't
> express bravery/courage, fear, or other reactions to danger, it's
> just a bunch of pretty words with the substantive value of a
> Hallmark card.

They aren't absent from all games. I see those qualities being
exhibited every day. They tend to come out more strongly in
environments where you are competing directly against characters
controlled by real people rather than NPCs. Group vs. Group
situations especially, as the drive to defend your <whatever
organization> can be pretty strong.

 --matt


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