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Re: [MUD-Dev] Wild west (was Guilds & Politics)
- To: mud-dev#null,net
- Subject: Re: [MUD-Dev] Wild west (was Guilds & Politics)
- From: Ola Fosheim Grøstad <olag#ifi,uio.no>
- Date: Wed, 10 Dec 1997 14:52:21 +0100 (MET)
Adam Wiggins <nightfall#user1,inficad.com> wrote:
>[Alex Oren:]
>> How about dividing the mud into zones with more or less strict law enforcement
>> in each.
>>
>> For example, you'll have cities in which even the slightest perceived act of
>> stealing or violence will instantly set the town guard on your tail, post
>> "wanted" ads all over the place and in general make life miserable for you.
>> While at the same time, there will be areas in which free PK is the norm.
>>
>> Sort of localized governments or law-enforcement agencies.
>
>This is exactly what they do on Arctic. The strictest town is Solace,
>where you can be arrested for public drunkeness and animal abuse.
>Many of the magic-using police NPCs are hidden and/or invisble, making
>planning a crime by simply watching for when there's supposedly no one
>around much more difficult. The wanted board in each town gives a listed
>of wanted criminals to allow PCs to go after them.
This can of course work in a nonsocial world, but would be rather
horrible in a social world, right? (provided you replace NPC police
with PC police) Anyway, the problem will still exist as the common
user won't know the rules... I guess that is the weakness of the
autonomous zones approach. A workaround is to deny access to
strangers, but then these zones would have to be very limited in scope
to keep the game interesting.
Ola.
- Thread context:
- Re: [MUD-Dev] Wild west (was Guilds & Politics), (continued)
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