<!-- MHonArc v2.4.4 --> <!--X-Subject: RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs --> <!--X-From-R13: "Wyln, EQQ, Unzr Qbzznaqb" <WylnNtnzrpbzznaqbf.pbz> --> <!--X-Date: Tue, 31 Aug 1999 19:36:06 -0700 --> <!--X-Message-Id: 00003165801931#alternaterealitynet,com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:Ilya#gamecommandos,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00174.html">Previous</a> | <a href="msg00176.html">Next</a> ] Thread: [ <a href="msg00203.html">Previous</a> | <a href="msg00198.html">Next</a> ] Index: [ <A HREF="author.html#00175">Author</A> | <A HREF="#00175">Date</A> | <A HREF="thread.html#00175">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</LI> <LI><em>From</em>: "Ilya, SCC, Game Commando" <<A HREF="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</A>></LI> <LI><em>Date</em>: Tue, 31 Aug 1999 16:59:42 -0700</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Tue, 31 Aug 1999 16:06:53 -0700, Caliban Tiresias Darklock wrote: ))On 04:43 PM 8/30/1999 -0700, I personally witnessed Ilya, SCC, Game ))Commando jumping up to say: ))> ))>I'll bite on this one: what system do you have in mind where might ))>doesn't make right, or where something other than might makes right? )) ))From a combat perspective, think rock/paper/scissors: ))Rule 1: No attack will penetrate every defense. ))Rule 2: No defense will prevent every attack. ))Rule 3: For every attack or defense, there is a corresponding ))countermeasure which turns the effect on the opponent. No such ))countermeasure is universal. ))Rule 4: It is physically impossible to have more than a small fraction of ))the available offenses, defenses, or countermeasures. ))Rule 5: All offenses, defenses, and countermeasures are readily available ))and can be acquired reasonably quickly. )) ))It can be argued that since combat and competition are still the major ))measures of success, we've just redefined "might". Maybe so... but at least ))it's become more than just what equipment you have. ))----- ))| Caliban Tiresias Darklock caliban#darklock,com Let me try to expand on this -- I love the idea of finding non-combat activities within the gaming realm. One of my first loves just out of college was a little-known game called "After the Holocaust." It was a very interesting exercise, mostly in something related to economics. It was an early empire building game. Keep the people happy. Keep production up. Keep unemployment down. Keep your people alive when the other guy attacks. Try to anticipate and handle the various ravages of hance. Win when you reach a certain status, economic or otherwise. It was a sort of a "beat the system" game where everybody was racing to do so. Competition was indirect. Trade could be helpful, but not overly so. Combat in this game was frightfully expensive and almost never undertaken in all the games I played. Now THAT was fun! I had a ball playing with statistics and optimizing systems. I still have a xerox copy of the rules around somewhere, I think. :-) I keep writing about, and hoping others will pick up, all these fun, non-lethal alternatives for cooperation and competition. Social standing seems a fun one (I proposed at least one system based on it in one of my "commentary" articles). Morale and group happiness/satisfaction could work too, in games where you might be managing activities beyond merely first-person living. Social and political systems seem to me to have all sorts of possibilities as well. Why not create game systems which model this interesting aspect of reality: powerful people are much more often people who know how to combine others into groups and direct their energies, than they are people who are personally impressive. They are bosses of groups whose efforts are directed to a similar end, perhaps because of common loyalties, shared interests, etc. Formation and control of such groups could be a fascinating exercise, well beyond the hack-n-slash. In fact, it could provide the grist for the roleplay mill, in the form of all sorts of conflicting motivations. Hmm, wandering a bit. Cheers! Ilya -- Ilya, Game Commandos <A HREF="http://www.gamecommandos.com">http://www.gamecommandos.com</A> _______________________________________________ MUD-Dev maillist - MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00174.html">Re: [MUD-Dev] Singleton design pattern (OT?)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00176.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00203.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00198.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00175"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00175"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00181" HREF="msg00181.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 01 Sep 1999, 04:42 GMT <UL> <LI><strong><A NAME="00193" HREF="msg00193.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>, Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 03 Sep 1999, 18:16 GMT </LI> </UL> </LI> <LI><strong><A NAME="00359" HREF="msg00359.html">[MUD-Dev] Might not make right...</A></strong>, Spin <a href="mailto:spin#triode,net.au">spin#triode,net.au</a>, Fri 17 Sep 1999, 17:50 GMT </LI> </ul> <LI><strong><A NAME="00203" HREF="msg00203.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>, Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Sat 04 Sep 1999, 04:20 GMT </LI> </ul> </ul> <LI><strong><A NAME="00175" HREF="msg00175.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>, Ilya, SCC, Game Commando <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Wed 01 Sep 1999, 02:36 GMT </LI> <LI><strong><A NAME="00198" HREF="msg00198.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 03 Sep 1999, 22:26 GMT </LI> </ul> </LI> <LI><strong><A NAME="00086" HREF="msg00086.html">[MUD-Dev] question about tile-based games</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 11 Aug 1999, 17:04 GMT <UL> <LI><strong><A NAME="00088" HREF="msg00088.html">Re: [MUD-Dev] question about tile-based games</A></strong>, Jeremy Music \"Sterling\ <a href="mailto:rezo#lords,com">rezo#lords,com</a>, Wed 11 Aug 1999, 17:28 GMT <UL> <LI><strong><A NAME="00091" HREF="msg00091.html">Re: [MUD-Dev] question about tile-based games</A></strong>, Katrina McClelan <a href="mailto:kitkat#marcus,pants.nu">kitkat#marcus,pants.nu</a>, Wed 11 Aug 1999, 21:01 GMT </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>