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8196: [MUD-Dev] Re: [DESIGN] To kill or not to kill? (non-violent conflict)

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From: Richard Woolcock <KaVir@dial.pipex.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 03 Oct 1998 17:20:12 -0700
References: [1]
Organization: Kanga.Nu
The Wildman wrote:
> 

[snip intro]

> I'd like to start a discussion about game design relating to a more
> intellectual game, where the conflict is not combat-oriented. I'm thinking
> of something along the lines of the old TV series The Prisoner played out.
> I've done this before as a tabletop RPG and it worked out quite well, being
> something like Paranoia. I have some ideas on doing this on a mud, but I
> think the concept makes for some interesting discussion.

I have vague memories of The Prisoner (although the only bit that comes to
mind is: "You, are number six" ... "I am not a number, I am a free man!" ;)
I've also heard a fair bit about Paranoia (although I've not played it), so
I can picture the sort of thing you have in mind - I would guess puzzle-
orientated, in a controlled environment of some sort.

Paranoia-style conflicts sounds very interesting - but how will you turn the 
players against each other?  How will you let them resolve their conflicts
without combat?

KaVir.