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<H1>Re: [MUD-Dev] Resisting Charm or you're cute and nice,but not to die for.</H1>
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<LI><em>Subject</em>: Re: [MUD-Dev] Resisting Charm or you're cute and nice,but not to die for.</LI>
<LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI>
<LI><em>Date</em>: Wed, 08 Apr 1998 13:26:02 -0400 (EDT)</LI>
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<PRE>
Minor reformatting done to clean up after adding '>'s.
On Wed, 8 Apr 1998, Jon A. Lambert wrote:
> On Tue, 7 Apr 1998, s001gmu#nova,wright.edu wrote:
[Gate spell...]
> > A favorite use of this was in combination with a charm spell...
> >
>
> And about that Charm spell....
>
> In a GM adjudicated RPG, ala D&D, Ars Magica and many others, there are
> spells that have less than absolute mental effects. D&D's version of Charm
> is one of these spells where the affected creature will supposedly become
> trusting and friendly to the caster. However, the afflicted will have the
> charm dispelled if the caster requests them to perform an action which
> is either life-threatening or totally against their strongest
> proclivities. Also many of these spells are broken by direct or
> indirect attack by the caster. Much of this is necessarily vague,
> situational, and subject to your GM's personal whims.
If I recall, D&D had a couple different levels of such spells.
Suggestion, Charm, etc. They are spells that work pretty well in a
human-run game, but not so well in a computer run game. You get into a
lot of trouble by letting the controller have absolute control... at
least, if people are unaware that such things can and will happen.
> Admittedly, Diku-like Charm is usually equivalent to robotic control for the
> spell duration. This also has serious consequences on game play and perhaps
> as dramatic as the aforementioned gate/teleport spells. Most often I've seen
> it implemented as a "digital" charm so-to-speak, rather than an "analog"
> charm. It's either on or off.
If I recall, the Charm on EoD was set up so that the caster couldn't
attack the charmie. Kind of goofy, but not my decision. :/
You could usualy get the charmie to preform all sorts of normally quite
deadly actions, though.
> Wouldn't this spell and those like it be more interesting and unpredictable
> it resistance to charm was attempted after each requested action? Especially
> in a strong RP environment where such spells often cross the boundaries
> of player consent/non-consent. Player characters could be offered the option
> to attempt to resist or go along with the requested action. A given action
> might even be successfully resisted, yet the afflicted still remains
> entranced.
>
> Thoughts and ideas anyone?
I am thinking charm might work in some interesting ways with our
self-preservation code (once it all gets written of course... :).
Presumably, the self preservation code would kick in to prevent anything
overtly deadly to the character. A resistance check for each action would
be pretty cool too. Maybe weight the roll based on some 'preceived harm'
table... though that quickly leads to deducing player intentions. Not a
road I wanna go down. I'd be very tempted to let it go for a while and
see what interesting ways the players could find to get around both the
preservation and resistance checks and have the charmie harm themselves.
*pulls out his JC-Lawrence-School-of-Expirementation hat*
;)
> > >order bubba enter gate
> > Bubba walks into an unstable looking gate.
> > Bubba screams in agony as his body disintigrates.
> > Bubba no longer follows you.
> >
> > >chuckle
> > You chuckle.
> >
> > Bubba tells you, "Grumble... yer goin down!"
>
> Amusing, yet strangely disturbing. Bubba speaking directly into in your head
> after you witnessed the destruction of his corporeal existence. I gives me
> the shivers. Yeah, yeah I know...(re-start permadeath and telepathy
> threads)
Heheh... yeah. I was thinking about that as I wrote it. That kind of
thing happend a fair amount on EoD, but wouldn't fly on what I'm working
on now. You might get a page from the player behind Bubba, but Bubba's
dead, baby, Bubba's dead. ;) I'm hoping building such a seperation in
will help keep the game in it's place, and people's attachment to their
characters at least a little less firm.
That's about all I have to say on that thread, so if it goes off from
there, I've said my $0.02.
:)
-Greg
PS: sorry about the lack-o-signature on the last note... I thought I put
it in, but didn't see that it wasn't there until I got my copy of it back
from the list... Doh. ;)
</PRE>
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<LI><STRONG><A NAME="00069" HREF="msg00069.html">Resisting Charm or you're cute and nice, but not to die for.</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" <jlsysinc#ix,netcom.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">META: Archive of Megami/Wout's list's traffic? Archive ofthe CC: list?</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 17:32 GMT
<UL>
<LI><strong><A NAME="00089" HREF="msg00089.html">Re: [MUD-Dev] META: Archive of Megami/Wout's list's traffic? Archive of</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 09 Apr 1998, 12:20 GMT
</LI>
<LI><strong><A NAME="00109" HREF="msg00109.html">Re: [MUD-Dev] META: Archive of Megami/Wout's list's traffic? Archive of</A></strong>,
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 10 Apr 1998, 00:15 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00069" HREF="msg00069.html">Resisting Charm or you're cute and nice, but not to die for.</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Apr 1998, 16:15 GMT
<UL>
<LI><strong><A NAME="00070" HREF="msg00070.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice,but not to die for.</A></strong>,
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 08 Apr 1998, 17:26 GMT
</LI>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></strong>,
Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Wed 08 Apr 1998, 20:57 GMT
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 09 Apr 1998, 05:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00104" HREF="msg00104.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 21:40 GMT
<UL>
<LI><strong><A NAME="00130" HREF="msg00130.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not t</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 11 Apr 1998, 06:33 GMT
</LI>
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