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<H1>Re: [MUD-Dev]  Alignment</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Alignment</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 25 Aug 1997 19:08:57 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
[Jeff K:]
&gt; The one thing alignment DOES do in the AD&amp;D system is serve as a rather
&gt; brute force balancing agent.  If you are going to allow evil PCs (as our
&gt; OLRPG does) then alignment becomes an issue because the strongest character
&gt; types in the game are NOT evil types.  I consider this necessary to keep
&gt; the world from disintegrating as well as to overcome the basic advantage
&gt; ruthlessness has...

Hmmm.  What basic advantage does ruthlessness have?  In my experience
behaving in a basically 'evil' manner tends to accumulate you many
enemies and no friends, while being 'good' gets you the opposite.
It seems to me that this gives someone who is 'good' (== makes lots
of friends) a severe advantage, since he/she always has strength of
numbers and friends to help him/her out?


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<li><strong><A NAME="00813" HREF="msg00813.html">Re: [MUD-Dev]  Alignment</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="00734" HREF="msg00734.html">Re: [MUD-Dev]  Alignment</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
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<LI><STRONG><A NAME="00717" HREF="msg00717.html">Re: [MUD-Dev]  Alignment</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev]  Alignment</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00723" HREF="msg00723.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 26 Aug 1997, 00:04 GMT
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<LI><strong><A NAME="00714" HREF="msg00714.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 25 Aug 1997, 02:18 GMT
<UL>
<LI><strong><A NAME="00716" HREF="msg00716.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Aug 1997, 02:51 GMT
<UL>
<LI><strong><A NAME="00717" HREF="msg00717.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 25 Aug 1997, 03:04 GMT
<UL>
<LI><strong><A NAME="00728" HREF="msg00728.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Tue 26 Aug 1997, 02:09 GMT
<LI><strong><A NAME="00734" HREF="msg00734.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 26 Aug 1997, 05:24 GMT
</LI>
<LI><strong><A NAME="00813" HREF="msg00813.html">Re: [MUD-Dev]  Alignment</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 28 Aug 1997, 20:36 GMT
<LI><strong><A NAME="00816" HREF="msg00816.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 21:48 GMT
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<LI><strong><A NAME="00718" HREF="msg00718.html">Re: [MUD-Dev]  Alignment</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 25 Aug 1997, 06:41 GMT
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