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[MUD-Dev] Re: evil - good realism




Brandon A Downey  wrote:


>It's odd that you're willing to stop good players from killing other good
>players (some sort of nod to roleplaying, but not really the way to do it,

Pardon? Didnt really get this one.


>I think the presumption here (and a number of people have pointed this out) is
>that most fantasy universes, even high magic ones, do not have every other
>item being an epic item of good or evil. I might also point out that this
>doesn't prevent a lot of places from doing it anyway.

My primary concern was stoping poor roleplayers from being even more poor roleplayers. What am I telling is that an elf would never agree to use orcish clothes (even if they are better then his own), but a poor roleplayer would if that makes his character stronger.
I cant for sure say it's the case other way around (ie. if an orc gets elven boots +3 we wouldnt mind wearing it). But to make things somehow even, I will presume that evil races would be lawful, not chaotic, and they would respect the "code of honour" or whatever, that would prevent them using light people's equipment.

But, since I dont really see no way of easily handling this, I shall take advice of few folks and make no !GOOD and !EVIL flags on things. (heh! suppose now I had elf wearing 40% of orcish equipment on him. every time he encounters someone, that someone passes an INT test or whatever, and could take this elf for an orc and attack him... hmmmm)







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