> 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. Actually, I'll be the first to admit that I'm going off on what may seem to be an improbable tangent on these. I do fully agree that a closed character creation system IS the best system for a FRP-type mud, and further that many of the suggestions I made are simply ridiculous. Doing what I said to do - in light of the alternatives - is not just stupid, but insane. However, that doesn't stop many people from doing it. I can't count how many times I've logged into a mud, and been required to have my name validated before I can actually log into a menu. Or how about being unable to speak the language of everyone else (and having all emote & emote-like commands monitored or removed so you will not circumvent the language system). How about having no global channels, and having to have your friend force-feed you commands via icq - just to meet him outside of the newbie area - because you can't 'tell', you also don't know which one he is; no character names, etc. I wouldn't have wasted my time on these systems if someone would have just put up a damn big sign and told me what I was getting into first. Or made me pass a test - which I could fail by simply not taking it. Likewise, I've been on several muds where the admin decides to change the existing spirit of the mud from a stat & accounting based system, to a _forced_ and enforced roleplay system. There is, in my mind, no truer way to destroy your mud. All your current players leave (bar one or two brown-nosers), and you're back at a 'new mud' state, but with a horrible reputation. So, maybe I was singling those types of muds out, and it's not very applicable to anyone else. I have a decent bit of experience being in those sorts of muds, both as a player and admin. Still, what DAK said is true; I was simply playing devil's advocate, and deliberately overlooking more sensible courses of action. Gosh, it'd be nice if people were always sensible. My _REAL_ advice to anyone is to realize that it is a game, and the first priority should not be enforced roleplaying, or player selection methods, or any of that. It should be entertainment. I would only run or code on a mud as long as it is entertaining to _me_. Likewise, I would only play a mud which was entertaining to _me_. Your view of entertainment may vary; but when you measure up any changes against that idea, many come out flat. My request then, is that you explain in no uncertain terms, what YOUR type of entertainment means, and save - me at the least - the trouble. As it is, I go out of my way to avoid any mud that tags itself as 'Heavy RP-based', because it might be okay, but then again, it just might be an FRP paradise. PjD P.S. anyone who does want to know what my personal playing style is like, I've transcribed (long ago) an article from dragon magazine, in a poorly formatted text document, which can be read at http://www.imaxx.net/~dughi/asritya_stuff/article1.txt. (I would paste it into a program with auto-wordwrap like wordpad or MSword if I were you). I believe the title was 'The vicarious participator'. I'd format it more nicely, but frankly it already seems too much like an unauthorized reproduction to me. If I could explain the concepts therein in such fluid (original) language I would, but I'd probably fail on some minor hanging point. -- +---------------------------------------------------------------+ | 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