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<H1>Re: [MUD-Dev] The Relationship between pkers and monster AI?</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] The Relationship between pkers and monster AI?</LI>
<LI><em>From</em>: Greg Miller &lt;<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 15 Oct 1999 16:30:55 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Caliban Tiresias Darklock wrote:
&gt; &gt;Just for clarification... are you saying that any game that isn't
&gt; &gt;completely abstract is promising roleplaying?
&gt; 
&gt; You have a distressing habit of taking *everything* to extremes.

Indeed, it's necessary to figure out where you draw the line, so I ask
about the extremes first.

&gt; 
&gt; Most roleplaying games begin with a specific process. This process involves
&gt; generating statistics, selecting your persona's type (race and/or
&gt; profession), naming your persona, and acquiring initial equipment. After
&gt; this process, you are placed in some location and -- turned loose. Some
&gt; direction may be provided, but no goal is expressly dictated.
&gt; 
&gt; When you duplicate this process, you have for all intents and purposes
&gt; written a rather detailed contract with your players that you will provide
&gt; a roleplaying game. When you don't, you're breaking that contract. It 
is
&gt; not reasonable to ask your players to detail and personify their
&gt; characters, and then play them like faceless pieces on a game board. 

Except that most muds don't really ask you to "personify" the character.
They ask for a race, roll some random numbers and dump you in a temple,
inn, or some such.

&gt; If characters are intended to be faceless (as, in my own game, they more or
&gt; less are), then don't give them faces. Make all of them the same. Make the
&gt; process of acquiring one painless and quick. Then the non-roleplayer 

As most muds do, since muds in general aren't implicitly about
role-playing.

gets
&gt; into the game faster, and the roleplayer is pretty well aware that "soft"
&gt; character development won't mean squat on this game.

It's been my experience that most role-players figure that out as soon
as they log in and don't find anything explicitly referencing
role-playing anywhere in the game.
-- 
<A  HREF="http://www.classic-games.com/">http://www.classic-games.com/</A>
Conspiracy theorists mistakenly assume others think before acting.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***



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<LI><STRONG><A NAME="00078" HREF="msg00078.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></STRONG>
<UL><LI><EM>From:</EM> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] patents and muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00075" HREF="msg00075.html">RE: [MUD-Dev] patents and muds</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 15 Oct 1999, 20:04 GMT
</LI>
<LI><strong><A NAME="00099" HREF="msg00099.html">Re: [MUD-DEV] patents and muds</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#muq,org">cynbe#muq,org</a>, Mon 01 Nov 1999, 22:25 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00044" HREF="msg00044.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00078" HREF="msg00078.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 15 Oct 1999, 20:54 GMT
<UL>
<LI><strong><A NAME="00081" HREF="msg00081.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 15 Oct 1999, 22:25 GMT
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00046" HREF="msg00046.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
</LI>
<LI><strong><A NAME="00049" HREF="msg00049.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
</LI>
<LI><strong><A NAME="00053" HREF="msg00053.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 14 Oct 1999, 18:41 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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