[MUD-Dev] Re: evil - good realism

Adam Wiggins adam at angel.com
Wed Oct 21 11:21:59 New Zealand Daylight Time 1998

On Wed, 21 Oct 1998, Vladimir Prelovac wrote:
> I've got this question. Suppose I make a perfect, realistic mud, and have
> dark and light races conflicting over the ages. Player can choose to play
> either one, and the final goal  of the game is that your race finnaly
> rules the land.  Ok, trouble:
> Most of the items in the game that evil folks wear and use are marked
> !GOOD (for those not familiar, it means that good aligned people cant wear
> or use that item). And the other way around. For reality's sake, I would
> certainly prohibit good people killing good people, and evil killing evil,
> forcing the war between good and evil. Thats nice. But most of the things
> good players would then get would have !GOOD flag on it! And the other way
> around. How ironic!
> Ok, suppose I can say there will be !GOOD and !EVIL flags on things. But
> its not realistic that evil necron would use templar's great sword
> (although players would, because the sword is so great), or  elf wearing
> orc leather jerkin of power.

Mortal Conquest, and other good-vs-evil PK muds generally avoid
anti-good/evil flags for this reason.  When they do use them they have a
slightly different effect; normally something being anti-align is a bad
thing, because you have less freedom when you wear it.  On a good-vs-evil
mud it would actually be a bonus, because it would make your gear
unlootable (if you do Arctic style "can't touch" anti-align equipment) or
at the very least useless to your looters.

I would say that perhaps anything which seems specifically aligned (eg,
Gauntlets of Destruction or Shining Sword of Holy Might) could be
sacrificed to the good or evil gods by the looters for a large bonus.
Other than that I'd stick to items which are more neutral (the above items
could become Gauntlets of Power and Silver Sword of Might).

Adam W.

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