----- Original Message ----- From: "Blue Lang" <[EMAIL PROTECTED]> To: "Chris "Winston" Litchfield" <[EMAIL PROTECTED]> Cc: <[email protected]> Sent: Sunday, February 03, 2002 12:33 AM Subject: Re: DISCUSSION TOPIC: RP vs HACK
> On Sat, 2 Feb 2002, Chris "Winston" Litchfield wrote: > > > 1. If you have PvP(PK) at all, how can you have RP? Real Death or > > not, someone will figure out the best way to make a char and kill > > everyone. Someone will eventually rule the mud, and it will cause > > either people to leave or the imms to step in. > > how is killing other players not playing a role? i'm RP'ing a brutal > murderer with mad combat skills. in any decent RP environment, the other > players will have some way to check this. or maybe they just all suck and > deserve to be ruled. > > if the imms do step in, it should be to talk with the player who's kicking > everyone's ass and ask them to maybe take on a new role, or to try and > guide their abilites to the betterment of the mud. give them powers as a > warlord and let them lead the other players into a battle. engage them, > ask for their help, ask them to help all the other players get better. > > or ban pkill altogether. > When you have a PK system where PvP is rewarded in any way, human nature has it that people will vie for the title of best. I have seen it everywhere. Being a jerkoff is the easiest RP there is because it removes ANY real self-imposed guidelines. People who participate in PK battles and become very good and love it move to more PK oriented muds and may STILL keep thier characters on the RPish mud and destroy everyone. When an imm steps in, even to talk about how one plays. It gets labeled as "interfering" and once someone says an imm has "interfered" with the game. RP becomes even harder. AS well as the inevitable claims of favoritism, etc. ie: He is so good cause the imms placed him there, or the imms hate him thats why.. blah blah blah. > > 2. Okay, rewards for RP is as bad as rewards for not RP. Environment > > supports RP. Force things to be RP by keeping everything around it > > RP. This means removing: Sesami Street, Smurfs, MEga City One, etc > > from Stock and not putting any new areas in. It means removing > > EVERYTHING that says NUMBERS for stats as well? > > shrug. that's entirely up to the imps of the mud. your next comment - > > > 3. Why cant a balance exist? Frankly, pure RP is as boring to me as pure > > H/S. A combination, where the PK is based on RP. > > is exactly what i'm saying. to some people, 'pure' rp, by which i assume > you mean talker-style rp, is boring. to other people, it is not. > > i encourage everyone thinking of making an rp mud to check out dartmud, an > LP based mud and easily the best role play environment i've ever seen > online, bar none. > The question then is do we want a system that helps newbies or destroys them. Do we show numbers so everyone has access to the same values and can deal on an even playing system? or do we hide them so the longer players can keep secrets and push out newbies. > > 4. Why have killer flags? or flags place upon a person by the SYSTEM. > > i have no clue what you're talking about. :P This is something very essential. Stock Rom, etc has flags based on PvP fighting as you know. Such that the system arbitrarily assigns a RP value for a PvP fight. A person who attacks another person who is killing mob friends of his.. is that RP for killer? etc.. so.. I have taken my mud even further, adding violent flags, adrenalization flags, having a justice clan, etc.. its never ending the amount of SPECIFIC RP moments to setup. So then, while they may ADD RP situations, are they really RP as for the SYSTEM to add them, and do we really need them in a good RP /PK balanced mud? > > seeya, > > -- > Blue Lang http://www.b-side.org/~blue > editor, b-side.org http://www.b-side.org > bug generation unit, alanthia mud alanthia.org 1536 > integration engineer, veritas software http://www.veritas.com Winston :)

