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<H1>[MUD-Dev] Re: [DESIGN] To kill or not to kill?</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: [DESIGN] To kill or not to kill?</LI>
<LI><em>From</em>: The Wildman <<A HREF="mailto:wildman#microserve,net">wildman#microserve,net</A>></LI>
<LI><em>Date</em>: Mon, 5 Oct 1998 17:45:43 -0400 (EDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Mon, 5 Oct 1998 Michael.Willey#abnamro,com wrote:
> I commented about this in another response, noting
> that The Prisoner as a world idea gives you a good
> opportunity to reduce violent conflict by making
> it unproductive as a problem solving method. This
> world cannot be conquered by brute force. (Although
> I'm sure players will *constantly* try. There's
> an ingrained line of thought that if their guns
> aren't enough to solve their problems, they need
> bigger guns.)
I'd be surprised if I can get enough players to make it work.
> You've clearly defined what you *don't* want in
> this game - My question is, What do you want?
> The conflict in this setting is clear: the Individual
> Vs. the Collective. But if conflict is not meant
> to be resolved through violence, how *will* it be
> played out? What goals will your players be striving
> for? Escape? Dominance? Survival? (Or for the
> other side - protection of the collective and the
> induction of new members.) What markers will you
> use to show the players their "score"?
Goals are not easily defined here. Possible goals could be outlined, but
players are sure to come up with their own. Number 6 managed to beat the
system so much they made him Number 2.
> I guess my point is that in order to keep things
> from regressing back to violence, you have to interest
> your players in another game. I'm very interested
> in this discussion - I'd like to offer a number
> of these other games as alternatives to combat in
> our own system. Combat keeps resurfacing because
> it's simple, direct, and well-defined. Perhaps
> a complex, indirect and nebulous game could capture
> player's attention without having to directly compete
> with the all-powerful combat systems?
Let's hear your suggestions. I'm not worried about it regressing into combat
so much as I am about players leaving for lack of something to do.
The Wildman
Fight spam - <A HREF="http://www.cauce.org/">http://www.cauce.org/</A>
DO NOT SPAM THIS ADDRESS
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<UL><LI><EM>From:</EM> Michael.Willey#abnamro,com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Spoofing (Psychopaths)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00109" HREF="msg00109.html">[MUD-Dev] Re: Spoofing (Psychopaths)</A></strong>,
Richard Bartle <a href="mailto:76703.3042#compuserve,com">76703.3042#compuserve,com</a>, Wed 07 Oct 1998, 11:15 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00080" HREF="msg00080.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Mon 05 Oct 1998, 17:04 GMT
<UL>
<LI><strong><A NAME="00093" HREF="msg00093.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Mon 05 Oct 1998, 21:20 GMT
</LI>
</UL>
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00086" HREF="msg00086.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Mon 05 Oct 1998, 18:12 GMT
<UL>
<LI><strong><A NAME="00094" HREF="msg00094.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Mon 05 Oct 1998, 21:47 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00098" HREF="msg00098.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Tue 06 Oct 1998, 14:30 GMT
<UL>
<LI><strong><A NAME="00110" HREF="msg00110.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Wed 07 Oct 1998, 12:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00111" HREF="msg00111.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 07 Oct 1998, 14:38 GMT
<UL>
<LI><strong><A NAME="00112" HREF="msg00112.html">[MUD-Dev] Re: [DESIGN] To kill or not to kill?</A></strong>,
The Wildman <a href="mailto:wildman#microserve,net">wildman#microserve,net</a>, Wed 07 Oct 1998, 19:21 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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