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<H1>Re: [MUD-Dev] Character development [was Re: ]</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] Character development [was Re: ] </LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI>
<LI><em>Date</em>: Fri, 17 Apr 1998 09:24:38 -0500 (CDT)</LI>
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<PRE>
On Mon, 13 Apr 1998, J C Lawrence wrote:
> Travis Casey<efindel#polaris,net> wrote:
>
> > Well, I think we all know what a traditional mud guild is --
> > basically a D&D-style class that characters may join after starting
> > the game, and has the option of leaving.
>
> > Now, what *should* a guild be... that's another question. :-)
>
> There is a more fundamental question that I raised the last time this
> area came up:
>
> What problem in the game-universe is the guild an attempted solution
> for?
Does it have to be a solution to a problem? Or, rather, does it have to
be a solution to any problem other than the fact that humans like to
congregate together, and tend to do so with those like them?
> Turning this around:
>
> If there were no guilds, but everything else in the game was the
> same, would the players form "guilds" even without any server or
> hardcoded support? If so, why? What survival threat in the
> game-world would the players be attempting to mitigate or prevent via
> guilds?
Not everything in the game has to revolve around the players -- if the
NPCs in your world would logically form themselves into groups, then those
groups should exist, whether or not the players would want to join them.
> Once you have the answer to that question you can approach designing
> your guilds in a way that is both acutally useful in your gameworld
> and doesn't have logical inconsistencies with the rest of the game
> world.
I agree... I'm just pointing out that guilds don't have to be a solution
to any problem that the players have in order to exist, and that they
don't necessarily have to "solve a problem" in the sense of helping
survival -- the "problems" they solve may be purely social/emotional in
nature.
(One could ask, for example, why people join groups that do things that
decrease their chances of survival -- like sky-diving or bungee-jumping
clubs. Meeting an emotional need may be important enough to a person that
they're willing to slightly *decrease* their survival chances.)
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-' Keeper of the rec.games.design FAQ:
'---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>
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<li><strong><A NAME="00489" HREF="msg00489.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>
<ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul>
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<LI><STRONG><A NAME="00153" HREF="msg00153.html">Re: [MUD-Dev] Character development [was Re: ]</A></STRONG>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character development [was Re: ]</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00176" HREF="msg00176.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 15 Apr 1998, 06:16 GMT
</LI>
<LI><strong><A NAME="00193" HREF="msg00193.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 12:30 GMT
</LI>
<LI><strong><A NAME="00179" HREF="msg00179.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 16:50 GMT
</LI>
<LI><strong><A NAME="00187" HREF="msg00187.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 02:07 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00205" HREF="msg00205.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 17 Apr 1998, 14:24 GMT
<UL>
<LI><strong><A NAME="00489" HREF="msg00489.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:20 GMT
</LI>
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<LI><strong><A NAME="00093" HREF="msg00093.html">RE: [MUD-Dev] Character development [was Re: ]</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 09 Apr 1998, 17:00 GMT
<UL>
<LI><strong><A NAME="00163" HREF="msg00163.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 00:13 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00203" HREF="msg00203.html">RE: [MUD-Dev] Character development [was Re: ]</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 16 Apr 1998, 22:50 GMT
</LI>
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