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Re: [MUD-Dev] Alignment
[Jeff K:]
> The one thing alignment DOES do in the AD&D system is serve as a rather
> brute force balancing agent. If you are going to allow evil PCs (as our
> OLRPG does) then alignment becomes an issue because the strongest character
> types in the game are NOT evil types. I consider this necessary to keep
> the world from disintegrating as well as to overcome the basic advantage
> ruthlessness has...
Hmmm. What basic advantage does ruthlessness have? In my experience
behaving in a basically 'evil' manner tends to accumulate you many
enemies and no friends, while being 'good' gets you the opposite.
It seems to me that this gives someone who is 'good' (== makes lots
of friends) a severe advantage, since he/she always has strength of
numbers and friends to help him/her out?
- Thread context:
- Re: [MUD-Dev] Alignment, (continued)
- Re: [MUD-Dev] Alignment,
Jeff Kesselman jeffk#tenetwork,com, Mon 25 Aug 1997, 02:18 GMT
- Re: [MUD-Dev] Alignment,
Caliban Tiresias Darklock caliban#darklock,com, Mon 25 Aug 1997, 02:51 GMT
- Re: [MUD-Dev] Alignment,
Jeff Kesselman jeffk#tenetwork,com, Mon 25 Aug 1997, 03:04 GMT
- Re: [MUD-Dev] Alignment,
Adam Wiggins nightfall#user1,inficad.com, Tue 26 Aug 1997, 02:09 GMT
- Re: [MUD-Dev] Alignment,
Jeff Kesselman jeffk#tenetwork,com, Tue 26 Aug 1997, 05:24 GMT
- Re: [MUD-Dev] Alignment,
clawrenc clawrenc#cup,hp.com, Thu 28 Aug 1997, 20:36 GMT
- Re: [MUD-Dev] Alignment,
Jeff Kesselman jeffk#tenetwork,com, Thu 28 Aug 1997, 21:48 GMT
- Re: [MUD-Dev] Alignment,
Jon A. Lambert jlsysinc#ix,netcom.com, Mon 25 Aug 1997, 06:41 GMT
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