[Home] [Groups] - Message: [Prev in Group] [Next in Group]
18075: Re: [MUD-Dev] Maintaining fiction.
[Full Header] [Plain Text]
From: "Adam Martin" <amsm2@cam.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 6 Jun 2001 08:22:56 +0100
References: [1] [2] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Brian Hook" <bwh@wksoftware.com>
To: <mud-dev@kanga.nu>
Sent: Wednesday, June 06, 2001 12:09 AM
Subject: Re: [MUD-Dev] Maintaining fiction.
> The obvious difference is that we don't get to choose who we are
> in real life. This is the argument used for "real" role-playing
> where you're given a random character. Hell, there's no point in
> giving point allocation, because the real world doesn't operate
> that way.
> As much as I abhor that concept (it fundamentally poo-poos the
> concept of balance because, hey, life isn't fair), it DOES force
> you to role-play quite a bit more. If your average ability score
> is 10 and you're a halfling warrior, well, personality and RP is
> about all you have going for you =)
Indeed. The first time I truly roleplayed well was when myself and
the other player both roled very badly for generating our thieves,
and both put about 6 in our intelligence scores, since the 15, 12
had to go in dex, con (or we'd really have been in trouble).
We were the most appallingly dumb and pretty inept pair of thieves
the world had ever seen. Great fun though.
Adam M.
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev