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3149: Re: [MUD-Dev] Re: Character evolution
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 19 Aug 97 14:44:55 -0700
References: [1]
Organization: Kanga.Nu
In <199708190134.SAA08207@pc4.zennet.com>, on 08/18/97
at 07:54 PM, "Brandon J. Rickman" <ashes@pc4.zennet.com> said:
>Pretend we have a game where character alignment isn't just based on
>how many good/evil creatures we have killed, but on
>character-character interactions. A good character gives change to
>the beggar on the corner, evil characters kick the beggar.
Outside of the fact that I dislike the idea of the game tracking any
form of "alignment" concept, I'd also note that giving money to a
beggar is an ambiguous action. Yes, it may help the beggar, but it
can also be argued to validate the profession of beggar as a trade
(and a trade it is) if not to actively encourage it. Is the presence
of beggars a Good thing? Which holds precedencs: the health of the
beggar as an individual, or the the "health" of your social population
(non-)affected by beggars?
Further note that quite possibly the most successful ever campaigns to
eradicate leprosy was centred on the wholesale slaughter and removal
of beggars.
>There are a few other things
>implied here...and an attempt
>to use the lying skill.
What is the difference between,
> lie "..."
and
> say "..."
?
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
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