On Thu, 5 Apr 2001, Patrick Dughi wrote: > Well, as an FRPer, you don't want randoms. You don't want someone > who stops by and decides to stick around or not, after a few hours of > light play. Those few hours shatter the illusion that the rest of your > characters and admin staff have been working to promote. I fully understand this. But this is achieved by invitation or application (i.e., closed character creation), not by having a character creation sequence that takes 30 minutes to complete. > It is not supposed to attract players; you're not doing it so > people flood your mud. You'd be doing it to keep people from flooding your > mud, unless they're the right people. You're still missing the point. The right people are leaving, too. They don't know what your Mud is all about unless they're specifically invited there or referred there by a friend and you have an otherwise closed system. The invitation and closed creation system achieve the proper elitism. The lengthy character creation sequence does not serve any purpose in a closed system, and doesn't do the job you seem to think it does in an open system. > Once again, if you're an FRPer, popularity and population are not > your principal goals. Once again, you've missed my point. I never once said that the problem was that you're losing popularity and population. You've conjured that strawman and beat him to death. > Perhaps you haven't met this type before; most who use muds > actually use the emote command instead of cast/fight/<do_skill>/etc. > Death of players is a consensual act. I refer you again to the TinyMUD family. I am well aware of what you're speaking about. And I will submit that *none* of these Muds (that I have seen or heard of) have lengthy, but open, character creation sequences. Those that are very hardcore in their role-playing require applications for roles. But it is already understood what you're getting there with the game: the game elements are minimalist and the success of the Mud rests solely on the role-players. > The difference between an FRPer and a 'normal' mudder though is that > realism comes first, last, and only; but only insofar as their actor > (character) is concerned. No. Realism has nothing to do with FRPing. That demonstrates a general lack of familiarity with role-playing. Role-playing is about communication, not realism. Realism is about immersive environments and simulations, which are heavy on mechanics. These description systems are more mechanics, not less, and thus directly at odds with FRPing. > This system is to drive them away, the unwashed hordes, the > unwanted biomass. That's an ill-founded assumption and highly illogical. If they don't want the people, they simply won't have open character creation. Making the character creation long, boring, and impossible to complete for EVERYONE serves no purpose whatsoever. At all. Period. Zero. You continue to push that it's okay for FRPing, but you're ignoring the major problems with the system that make it NOT okay for FRPing or for any Mud: * Players cannot know the full theme, setting, and rhetoric of your Mud before ever having entered it. Therefore, they cannot write apt descriptions for their characters. It's impossible, except by luck or by having low standads. * It doesn't encourage role-playing. * It doesn't keep away the unwashed masses. They just don't bother trying to write good descriptions, putting the burden on the admin to filter them out directly. If anyone uses this system in the way you suggest, they're none too bright. Come on, Patrick, you're a smart guy... you can see that there's no good reason to use this system in the way you're suggesting. It's ineffective at filtering out the ones you don't want and can be effective at filtering out the ones you do want. -dak -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/05/01 PST