[MUD-Dev] Alignment

Jon A. Lambert jlsysinc at ix.netcom.com
Mon Aug 25 02:41:53 New Zealand Standard Time 1997


On 24 Aug 97 at 19:18, Jeff Kesselman wrote:
> At 08:33 AM 8/24/97 PST8PDT, you wrote:
> >Here is a set of guidelines that have a different take on alignment.  
> 
> Its really an entirely different alignment system.
>

This difference is far too subtle for me.
 
> There have been many takes on alignment over the years. Ultima really only
> ahs a law/chaos scale for instance, or at elkast thats the dmoninant
> alingment.

As well as D&D.

> 
> The big question coems down to this-- is it really useful to catagorize
> characters in such fashion?  

I don't know.  Apparently it is done currently in many flavors of
mud and FRPG, and is unsatisfactory to many.  These guidelines for
players struck me as being more suitable and descriptive than 
standard D&D fare, while not being too archetypical.  Being neutral 
was not a designed option for "philosophical" reasons.  I'd have to
check out the game to discover why. 

> Fasntasy hero has no notion of alingmnet and
> I never ntoed it to be a problem.,  Instead it has specific perosnality
> traits and quirks that youa ssemble to coem up witha  reasonably complete
> character.
>

Neither does Rolemaster.  I imagine traits and quirks are analogous 
to RM's talents and flaws.  

Jon A. Lambert



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