[MUD-Dev] Re: MUD-Dev digest, Vol 1 #163 - 25 msgs

Travis Casey efindel at earthlink.net
Fri Jul 21 13:20:00 New Zealand Standard Time 2000

Friday, July 21, 2000, 10:09:15 AM, Jeff Freeman <skeptack at antisocial.com> wrote:
>>At 6:54 PM -0500 7/20/00, Raph Koster wrote:

>>The logic was that in an RPG, the point is what skills reside on
>>>your character, not your "self."

> At 05:18 PM 7/20/00 -0700, Tamzen Cannoy wrote:
>>I'm sorry, but a stupid person cannot convincingly play a genius. If 
>>you don't got things like diplomacy and tact in RL, you aren't gonna 
>>be a very convincing ambassador. Etc. You gotta work with what you 

> 'Difference between a MUD and an RPG, I think.  I've seen games that went
> along the lines of:

> Player:  I try to bribe the cop.
> GM:  [ Rolls some dice, looks at the player's charisma score, or bribery
> skill, or whatever ]  You succeed, and the cop lets you go.
> Player:  Yay!

[snip some]

> Eh.  I think it's just one of those situations where ya hear "A mud is an
> RPG and therefore..." and you can stop listening before the sentence is
> even finished.

> I don't think MUDs are RPGs, and so shouldn't be treated as such, sort of
> thing.

I think muds are RPGs, but they're a different *kind* of RPG.  Just as
computer wargames have limitations and advantages that paper wargames
don't, computer RPGs have limitations and advantages that paper ones

When translating ideas from paper RPGs to muds, the differences need
to be kept in mind, but that doesn't mean that all information about
paper RPGs is useless to mud designers.

       |\      _,,,---,,_    Travis S. Casey  <efindel at earthlink.net>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
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