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Re: [MUD-Dev] Re: Administrative notes
At 08:08 AM 5/13/97 PST8PDT, you wrote:
>>
>> Exactly. A Roleplayer, according to my twisted view, might create a
>> warrior that had a very weak strength and may also select background
>> options that would have a severe impact on their combat
>
>Umm, uhh, errr, you're wrong. :) Roleplayers won't do this without
>a good /reason/.
But a good reason to a roleplayer is differnt frovma good reason to pure
game-oriented-players. One common palce you see this distinction in AD&D
rules type games is that roleplayers often roll for high charisma, even
though the stat has no useful game-mechanic function in any
implementationmIve seen. But because it is aprt of their character
coinception they will roll for it and even sacrafice msore "useful" stats
fro it.
Note however that tehre are all lebvels and types of roleplayers, its more
a continuum then a black nad white issue.
- Thread context:
- Re: [MUD-Dev] Re: Administrative notes, (continued)
- Re: [MUD-Dev] Re: Administrative notes,
Jon A. Lambert jlsysinc#ix,netcom.com, Tue 13 May 1997, 11:10 GMT
- Re: [MUD-Dev] Re: Administrative notes,
Jon A. Lambert jlsysinc#ix,netcom.com, Tue 13 May 1997, 11:39 GMT
- Re: [MUD-Dev] Re: Administrative notes,
Jeff Kesselman jeffk#tenetwork,com, Wed 14 May 1997, 02:39 GMT
- Re: [MUD-Dev] Re: Administrative notes,
Jon A. Lambert jlsysinc#ix,netcom.com, Wed 14 May 1997, 09:49 GMT
- Re: [MUD-Dev] Re: Administrative notes,
Jon A. Lambert jlsysinc#ix,netcom.com, Sat 17 May 1997, 06:29 GMT
- Re: [MUD-Dev] Re: Administrative notes,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 18 May 1997, 00:09 GMT
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