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[MUD-Dev] Re: evil - good realism
On 22 Oct 98, quzah [sotfhome] wrote:
>
> It is my belief that for a great deal of it, good and evil is more of
> a "view". Something is only evil if those around you and/or on the
> recieving end view it as so. (Take the crusades, and the freaks that
> bomb buildings.) Perhaps your method of asigning good and evil should
> take into account your peers before adjusting the good/evil-ness.
You can code a mud world to implement a relativistic or an absolutist
view of good and evil. Since many muds are fantastic by nature, it
would be mainly a thematic decision. You could even implement a
mud universe where your good alignment score is keyed to the number
of abortions you perform. Or you could model reality. Whatever
floats your boat.
--
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page <http://www.netcom.com/~jlsysinc> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
- Thread context:
- [MUD-Dev] Re: evil - good realism, (continued)
- [MUD-Dev] Re: evil - good realism,
S. Patrick Gallaty choke#sirius,com, Wed 21 Oct 1998, 18:07 GMT
- [MUD-Dev] Re: evil - good realism,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 22 Oct 1998, 04:35 GMT
- [MUD-Dev] Re: evil - good realism,
quzah [sotfhome] quzah#softhome,net, Thu 22 Oct 1998, 08:31 GMT
- [MUD-Dev] Re: evil - good realism,
quzah [sotfhome] quzah#softhome,net, Thu 22 Oct 1998, 09:12 GMT
- [MUD-Dev] Re: evil - good realism,
quzah [sotfhome] quzah#softhome,net, Sat 24 Oct 1998, 11:40 GMT
- [MUD-Dev] Re: Recursive look,
Michael.Willey Michael.Willey#abnamro,com, Wed 21 Oct 1998, 17:47 GMT
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