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<H1>Re: [MUD-Dev] Re: Character evolution</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] Re: Character evolution</LI>
<LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Wed, 27 Aug 1997 17:46:34 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Tue, 26 Aug 1997 clawrenc#cup,hp.com wrote:
> at 12:32 PM, Matt Chatterley <root#mpc,dyn.ml.org> said:
>
> >Entire text quoted because it makes a few nice points. This sums up
> >my motivations in going with a "reputation" system - a basically good
> >person could have an awful reputation and so forth; plus it provides
> >a medium to track notoriety/fame.
>
> How does your notoriety handle the case of:
>
> Bubba is a successful <whatever> in town. He also has a double
> life. He regularly goes on extended hunting trips, or business/trade
> trips to other parts of the world. He works hard to keep his route in
> such travels to low population areas. He murders anyone he finds as
> long as he can assure himself that no-one saw him with the victims.
> He sells the victim's EQ to a variety of fences scattered in various
> parts of the land, __always__ with a minimum of a 6 month MUD time lag
> between the murders and the sale to a fence fo any given EQ.
>
> The basic idea is that Bubba is a pretty nasty sort who paints a very
> good face. Under your system, and JeffK's for that matter, what is
> his reputation?
This depends on how good he is at hiding his nasty side! If he is very
successful, he would simply have a reputation fitting what he is - the
best darned baker in town, or a rich merchant. He's unlikely to be
particularly famous, or well known very far from home - which to him is
desirable.
> Variation on a theme:
>
> Identical to the above, except that now Bubba strangles beggars he
> finds in alley-ways in the city with no witnesses present.
Although this would be harder for him to conceal, there wouldn't really be
much difference on the reputation face of it.
> >Something important of note is that while players can get an idea of
> >their reputation (by little signs - if you hear good songs about
> >someone who sounds like you, after a great deed, it might be you, and
> >from more obvious references by shopkeepers and so forth), but can
> >never have an idea of their actual alignment. It might be better
> >considered an 'aura' of some sort.
>
> Okay:
>
> Bubba is a generally, Okay-sh sort of character, not to good, not
> too bad. One day he's out and about and discovers a Super-Whammy
> Sword. He then wanders into a fairly sizeable town and slaughters
> every soul therein. No survivors. None. Nada. Zip. Perhaps a
> dragon comes along as well and eats the corpses and burns the place to
> the ground after the fact.
>
> What is Bubba's reputation?
Once the news gets around that Bubba did this? He'll be known for a
considerable distance as a mass murderer of sorts, and probably won't
survive very long, depending on how brave any remaining mercenaries or
guards in the region are - or on who wants his sword!
[Snip]
> What is his reputation?
>
> That point I am heading towards here is that reputation is dependant
> on perception. The fact that Bubba takes off on a long voyage and
> appears later as the only survivor does not mean that Bubba is a
> murderous cannibal. It may merely mean that he was a lucky survivor
> who managed to scrape through desperate times. He could also be a
> murderous cannibal. The key element is perception. Is Bubba
> perceived to be a murderous cannibal, and if so, why? Is it because
> his can looks suspiciously like a set of femurs nailed together? Or
> his satchel has a similar scar in the leather to Boffo's tattoo? What
> sets and changes the _perception_?
This is the only hard bit - I take perception from one angle only; that of
the 'public face'.
Regards,
-Matt Chatterley
<A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"Speak softly and carry a big stick." -Theodore Roosevelt
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<LI><STRONG><A NAME="00752" HREF="msg00752.html">Re: [MUD-Dev] Re: Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00881" HREF="msg00881.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 15:51 GMT
<UL>
<LI><strong><A NAME="01121" HREF="msg01121.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 06 Sep 1997, 05:18 GMT
<UL>
<LI><strong><A NAME="01182" HREF="msg01182.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 21:38 GMT
<LI><strong><A NAME="01208" HREF="msg01208.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 14 Sep 1997, 14:16 GMT
</LI>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00772" HREF="msg00772.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 27 Aug 1997, 16:47 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00695" HREF="msg00695.html">Re: [MUD-Dev] Re: Character evolution</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 20 Aug 1997, 19:44 GMT
<UL>
<LI><strong><A NAME="00708" HREF="msg00708.html">Alignment</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 24 Aug 1997, 03:54 GMT
<UL>
<LI><strong><A NAME="00711" HREF="msg00711.html">Re: [MUD-Dev] Alignment</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 24 Aug 1997, 16:59 GMT
<UL>
<LI><strong><A NAME="00715" HREF="msg00715.html">Re: [MUD-Dev] Alignment</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 25 Aug 1997, 02:38 GMT
</LI>
</UL>
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