[MUD-Dev2] [DESIGN] Rewards

John Buehler johnbue at msn.com
Tue Apr 17 08:51:28 CEST 2007


Caliban Darklock writes:

> On 4/12/07, cruise <cruise at casual-tempest.net> wrote:
> >
> > The trick is to ensure either:
> >
> > a) All players have the same goal (and method of achieving it).
> > b) Pursuing different goals and methods are not disruptive.
> 
> OR
> 
> c) Disruption of the game is expected.
> 
> Disruption is only bad when it violates consensus. If you define your
> game up front as being a collection of jerks and jackasses who will
> rob or kill you for any reason or no reason at all, it's difficult for
> people to complain. They have to either adjust to the rules or leave
> the game.
> 
> I think this is a much better idea than it seems at first consideration.

You're going to have to expand on that one.  Isn't the stated problem in the first place one of disruption of gameplay?  Players neither expect it nor want it.  Further, being mean and nasty doesn't have anything to do with violating consensus.  If that's the prevailing consensus, it's not disruptive in any way.

JB





More information about the mud-dev2-archive mailing list