2000Q2/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re[2]: [MUD&#45;Dev] Alignment (very long) -->
<!--X-From-R13: Fenivf Qnfrl <rsvaqryNvb.pbz> -->
<!--X-Date: Sun, 23 Apr 2000 19:15:51 &#45;0700 -->
<!--X-Message-Id: 13910.000423@io.com -->
<!--X-Content-Type: text/plain -->
<!--X-Reference: 200004202029.QAA01759@hutch.East.Sun.COM -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re[2]: [MUD-Dev] Alignment (very long)</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:efindel@io.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>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg00542.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00545.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg00544.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00550.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#00543">Author</A>
&nbsp;|&nbsp;<A HREF="#00543">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#00543">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re[2]: [MUD-Dev] Alignment (very long)</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></LI>
<LI><em>Subject</em>: Re[2]: [MUD-Dev] Alignment (very long)</LI>
<LI><em>From</em>: Travis Casey &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 23 Apr 2000 21:51:10 -0400</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 Thursday, April 20, 2000, Paul Schwanz - Enterprise Services wrote:

[snip most]

&gt; There are many interesting moral subtleties that I am still trying to work my 
&gt; way through.  One is the fact that two people can have a high regard for life, 
&gt; yet act very differently upon their values.  For instance, I think the Amish 
&gt; place extremely high value on life, thus their pacifism.  However, the patriot 
&gt; might place a similar value on life, but choose to fight to protect it.  Perhaps 
&gt; one values life in a passive way and the other in a more active way.  Or maybe 
&gt; one values life-through-peace and the other values life-through-chaos.  Perhaps 
&gt; a lawful/chaotic modifier will help resolve this.  

&gt; The other issue is the issue of motive.  If an assassain does a bunch of really 
&gt; good deeds so that he can gain the trust of his mark, is he really doing good?  
&gt; Should the system be changed to handle this, or should the "good" actions 
&gt; detract from the assassain's "evil-ness" and adversely affect skills?

Well, I'd gotten most of the way through writing a long reply when I
got to these two paragraphs.  (Note to self -- read all the way
through long posts *before* beginning replies to them.)

I think that these two problems would most likely come up too much to
allow an automatic implementation of a system like this very useful.
To really judge someone's actions, you need full knowledge of the
context of them -- what that character knows/believes about the world
around him/her, what's happened previously to the character, etc.

To go over the two examples you gave quickly:

&gt; Once we give every character a values profile, the next step is to give each
&gt; significant action in the game an appropriate profile as well.  Knocking another 
&gt; character unconscious and taking a small amount of gold from them might result 
&gt; in a values profile of H-1, W-1.  Killing someone from your own town and 
&gt; removing from their body a priceless gem might result in H-5, W-4, P-3.  To find 
&gt; out how well an action lines up with a characters stated value, you could simply 
&gt; multiply the value categories of the person and the action and sum the results. 
&gt; If Bubba the merchant, with the values given in the example, were to kill 
&gt; someone from his own town and remove from their body a priceless gem, the math 
&gt; would look like this:

I can hit a lot of variables just in these two examples that could
affect the profiles given:

 - What if that "small amount of gold" was all the money the first
   character had, and he needed it desperately (say, to pay off a debt
   so he won't go to prison) -- and the robber knows this?  Wouldn't
   that reasonably give it a worse values profile?  What if that were
   true but the robber *didn't* know?

 - In the second example, what if the gem is being stolen for some
   other reason than money?  E.g., what if I'm stealing it *back* from
   someone who stole it from me?  What if it's a crown jewel, and I'm
   a guardsman who knows the person who has it is the thief?

 - In the second example, what if I don't know the person in question
   is from my own town?  For that matter, why should I feel loyalty
   towards someone just because they're from the same town -- that's a
   hidden assumption there.  If I was abused by the townspeople,
   branded a thief unjustly, and cast out by them, I may feel no
   loyalty towards them at all.
   
What if I rob someone without knowing how much money they have?
Should I get moved less towards "greed" because I was unlucky enough
to choose a victim who didn't have much money?  What if I just want to
knock someone out and rob them, but accidentally kill them?

I could go on in this vein, but I think the point is clear already.

A second concern -- not all players are ready to define their
character's personality in detail at character creation.  On
rec.games.frp.advocacy, they have the terms DAS and DIP -- Develop At
Start and Develop In Play.  These are two basic ways of developing a
character's personality.  Some people don't really know what they're
character's personality is going to be like until they've played that
character for a while.  A system such as you describe is going to be a
poor fit for that sort of player.

Since this has all been negative, it's probably sounding like I hate
your idea.  Honestly, I don't -- I'm just not sure that it'll work
well in practice.  However, I don't think that any purely mechanical
alignment system can reflect the realities of how people are.  :-(

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)





_______________________________________________
MUD-Dev mailing list
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-->
<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00492" HREF="msg00492.html">Re: [MUD-Dev] Alignment (very long)</A></STRONG>
<UL><LI><EM>From:</EM> Paul Schwanz - Enterprise Services &lt;Paul.Schwanz@east.sun.com&gt;</LI></UL></LI>
</UL></LI></UL>
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg00542.html">Re[2]: [MUD-Dev] defeating twinking through game mechanics</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg00545.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg00544.html">Re: [MUD-Dev] Alignment</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg00550.html">Re: [MUD-Dev] Alignment (very long)</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#00543"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#00543"><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] interesting article on world size and finance</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00504" HREF="msg00504.html">RE: [MUD-Dev] interesting article on world size and finance</A></strong>, 
John Bertoglio <a href="mailto:jb@pulsepoll.com">jb@pulsepoll.com</a>, Sat 22 Apr 2000, 04:13 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00492" HREF="msg00492.html">Re: [MUD-Dev] Alignment (very long)</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</a>, Thu 20 Apr 2000, 22:07 GMT
<UL>
<LI><strong><A NAME="00532" HREF="msg00532.html">Re: [MUD-Dev] Alignment (very long)</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA@skotos.net">ChristopherA@skotos.net</a>, Sun 23 Apr 2000, 21:46 GMT
<UL>
<LI><strong><A NAME="00544" HREF="msg00544.html">Re: [MUD-Dev] Alignment</A></strong>, 
Spin <a href="mailto:spin@fastlink.com.au">spin@fastlink.com.au</a>, Mon 24 Apr 2000, 18:47 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00543" HREF="msg00543.html">Re[2]: [MUD-Dev] Alignment (very long)</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 24 Apr 2000, 02:15 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00550" HREF="msg00550.html">Re: [MUD-Dev] Alignment (very long)</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</a>, Mon 24 Apr 2000, 18:47 GMT
</LI>
<LI><strong><A NAME="00551" HREF="msg00551.html">Re: Re[2]: [MUD-Dev] Alignment (very long)</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</a>, Mon 24 Apr 2000, 18:47 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00475" HREF="msg00475.html">[MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Timothy Dang <a href="mailto:tdang@U.Arizona.EDU">tdang@U.Arizona.EDU</a>, Wed 19 Apr 2000, 22:53 GMT
<UL>
<LI><strong><A NAME="00494" HREF="msg00494.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
F. Randall Farmer <a href="mailto:randy@communities.com">randy@communities.com</a>, Thu 20 Apr 2000, 23:43 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

</ul>
<hr>
<center>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>