<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Character evolution --> <!--X-From-R13: "Fenivf Qnfrl" <rsvaqryNvb.pbz> --> <!--X-Date: Thu, 28 Aug 1997 02:53:34 +0000 --> <!--X-Message-Id: 199708280246.WAA18471#polaris,net --> <!--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] Character evolution</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> [ <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="msg00792.html">Previous</a> | <a href="msg00794.html">Next</a> ] Thread: [ <a href="msg00909.html">Previous</a> | <a href="msg00795.html">Next</a> ] Index: [ <A HREF="author.html#00793">Author</A> | <A HREF="#00793">Date</A> | <A HREF="thread.html#00793">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Character evolution</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Character evolution</LI> <LI><em>From</em>: "Travis Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI> <LI><em>Date</em>: Mon, 25 Aug 1997 22:55:51 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > From: clawrenc#cup,hp.com > > This raises a point I've been musing on for a while: > > The general approach (assumed orthodoxy?) of most of the list is to > create a game world which largely resembles or simulates RL in terms > of physical mechanics and such, and then attempts to extend it via > magic, religion and other similar techniques to add a fantastical > entertaining aspect. > > This bugs me. > > I don't like the idea that I'm taking an incredibly flexible system > and working like crazy to only implement a variation on the world I > spend the rest of my waking hours in. Why would I want to recreate RL > with a twist? Why not take advantage of the flexibility that is > inherent in the system and create a different sort of universe where > the base rules *really* are different. > > A few ideas that have been dropped on the list afore: [several ideas cut for space] All of the ideas you presented are also worlds which simulate RL in most ways, but vary it in others... they just vary things more than the typical mud, or in ways that seem strange to most people. I can't think of *any* SF or fantasy world that doesn't mostly resemble RL, and I think there's a good reason for that. Quite simply, if you came up with a world that was different from RL even down to the basics, there would be no frame of reference for readers or players to understand things -- the only real possibility would be to start things off with a long lecture about what the basic rules of this world are. Even then, most people probably wouldn't be able to "wrap their heads around it." The closest things I can think of to worlds which are fundamentally different from the real world that we're all familiar with are parts of the real world that none of us really have direct experience with -- namely, relativity and quantum mechanics. Each of these seems very strange to humans at first glance, simply because things moving at relativistic speeds or existing at quantum scales don't work the way we intuitively think of things as working. Imagine, for a few minutes, what the world would be like if relativity existed exactly as it does now, but the speed of light was only 40 kilometers per hour (~25 miles per hour, for those who aren't comfortable with the metric system). Or, imagine if quantum effects showed up on a human scale -- if you sometimes found yourself on the other side of a wall, simply because your location was only probabilistic. Either of these "worlds" is far more different from the real world than any SF or fantasy world I can remember -- but both still strongly resemble the real world. -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' rec.games.design FAQ: '---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00889" HREF="msg00889.html">Re: [MUD-Dev] Character evolution</A></strong> <ul compact><li><em>From:</em> coder#ibm,net</li></ul> <li><strong><A NAME="00795" HREF="msg00795.html">Re: [MUD-Dev] Character evolution</A></strong> <ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00792.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00794.html">Rape Threads</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00909.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00795.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00793"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00793"><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] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00789" HREF="msg00789.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 28 Aug 1997, 01:46 GMT <UL> <LI><strong><A NAME="00791" HREF="msg00791.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 02:00 GMT <UL> <LI><strong><A NAME="00887" HREF="msg00887.html">Re: [MUD-Dev] Character evolution</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 16:55 GMT <UL> <LI><strong><A NAME="00909" HREF="msg00909.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 19:55 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00793" HREF="msg00793.html">Re: [MUD-Dev] Character evolution</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 28 Aug 1997, 02:53 GMT <UL> <LI><strong><A NAME="00795" HREF="msg00795.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 03:04 GMT </LI> <LI><strong><A NAME="00889" HREF="msg00889.html">Re: [MUD-Dev] Character evolution</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 17:23 GMT <UL> <LI><strong><A NAME="00896" HREF="msg00896.html">Re: [MUD-Dev] Character evolution</A></strong>, The Eternal City <a href="mailto:eternal#eternal,eternal-city.com">eternal#eternal,eternal-city.com</a>, Sun 31 Aug 1997, 18:27 GMT <UL> <LI><strong><A NAME="01096" HREF="msg01096.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 21:30 GMT </LI> </UL> </LI> </UL> </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>