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<H1>Re: [MUD-Dev] Guilds & Politics</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] Guilds & Politics</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>: Fri, 12 Dec 1997 00:00:39 +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 Thu, 11 Dec 1997, Maddy wrote:
> Previously, Koster, Raph wrote....
>
> [Snip]
> > Major issues: "Oops, I accidentally attacked my friend!" "Hey, my=20
> > friend and I want to attack each other to practice weaponry, yet our=20
> > reputations suffer!" "This guy broke into my house, but had a good=20
> > reputation, and I would damage mine if I attacked him" Plus, the top=20
> > playerkiller groups now are GOOD guys who self-righteously hunt down=20
> > anyone who has slipped slightly in reputation and kills them, because=20
> > that way they kill indiscriminately but still keep their reputation=20
> > up. This can be seen as a benefit, I guess, since it adds a lot of=20
> > teeth to the system :)
>
> What may work is if you have the system define someone as a valid enemy.
> Thus if Bubba broke into Boffo's house, Boffo would be perfectly within his
> right to attack Bubba. Likewise if someone attacks you first (I'm guessing
> a person with an "bad" rep would suffer if they killed in self-defense)
> you'd not ruin your rep.
I handly this muchly as: A fight upon sanctioned practise grounds will not
be taken notice of unduly (unless of course you get a knife fight in a
boxing ring, and so forth). In cases where 'self defence' is evident, I do
indeed do as you say reputation-wise. If you have a criminal reputation,
situations are likely to be mis-interpreted, if your reputation is
indifferent or good, things go to your favour in varying degrees as one
might expect.
> > But the biggest problem of course: it's just another layer of game to=20
> > play. All the above can be manipulated (we do hide numbers on this of=20
> > course, but there is an overall title) and an expert player can play=20
> > the numbers. It also damages roleplay quite a lot since playing an=20
> > honorable rogue is very difficult, and it basically makes large scale=20
> > combat impossible right now (as it would ruin the reputations of=20
> > everyone in the battle).
>
> Well surely the rogue's rep would only go down if they were seen/caught
> being rogue-like? There'd be no point playing one, if every time you broke
> into a unprotected house you lost rep - you'd be dead within days.
Yup. You need to get seen to suffer some loss of reputation, or caught to
really suffer. The challenge of being a rogue exists in *not getting
caught* and to a lesser extent, getting out of trouble.
Regards,
-Matt Chatterley
ICQ: 5580107
"I shall never believe that God plays dice with the world." -Einstein
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<LI><STRONG><A NAME="00698" HREF="msg00698.html">[MUD-Dev] Guilds & Politics</A></STRONG>
<UL><LI><EM>From:</EM> Maddy <maddy#fysh,org></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Guilds & Politics</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev] Guilds & Politics</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Thu 11 Dec 1997, 00:32 GMT
<UL>
<LI><strong><A NAME="00692" HREF="msg00692.html">Re: [MUD-Dev] Guilds & Politics</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 09:06 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00696" HREF="msg00696.html">RE: [MUD-Dev] Guilds & Politics</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 11 Dec 1997, 15:24 GMT
</LI>
<LI><strong><A NAME="00698" HREF="msg00698.html">[MUD-Dev] Guilds & Politics</A></strong>,
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 11 Dec 1997, 16:42 GMT
<UL>
<LI><strong><A NAME="00710" HREF="msg00710.html">Re: [MUD-Dev] Guilds & Politics</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 23:52 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00539" HREF="msg00539.html">Re: [MUD-Dev] Re: BUILDERS: Ferries</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 08 Dec 1997, 17:35 GMT
<LI><strong><A NAME="00538" HREF="msg00538.html">Re: [MUD-Dev] OT: News from the front</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 08 Dec 1997, 17:29 GMT
<UL>
<LI><strong><A NAME="00688" HREF="msg00688.html">Re: [MUD-Dev] OT: News from the front</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 07:28 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00536" HREF="msg00536.html">Re: [MUD-Dev] Wild west (was Guilds & Politics)</A></strong>,
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Mon 08 Dec 1997, 16:12 GMT
</LI>
</UL></BLOCKQUOTE>
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