[MUD-Dev] Non-combat advancement and roleplay

J C Lawrence claw at 2wire.com
Tue Jul 3 19:07:25 New Zealand Standard Time 2001

On Fri, 29 Jun 2001 10:35:17 -0700 
John Buehler <johnbue at msn.com> wrote:
> holding99 at mindspring.com writes:

>> As an aside, how would any of the reputation systems people have
>> suggested be modified to work with disguises? Would you still be
>> able to see the reputation a character has, even when there is no
>> conceivable way that your character could know?

> It's not much of a disguise if you can see through it with a given
> system.  

This assumes that disguises are inherently impenetrable.  Why not
allow disguises which can be seen through, partially seen through,
or even setup to be potentially recognised by the human player?

> A game that implements disguises must implement 'identities' as
> separate from the character itself.  That is, the relationship
> between character and identity is one-to-many.  All game systems
> such as reputation, etc, must work from identities and not from
> characters.

That's one definition of "disguise".  Another definition of disguise
is to mask identity into the abstract generality.  Thus a beggar
disguise doesn't achieve a unique beggar identity. but instead "a
non-descript unremarkable and generally unidentifiable beggar who be
transparently replaced with any beggar in the city."

J C Lawrence                                       claw at kanga.nu
---------(*)                          http://www.kanga.nu/~claw/
The pressure to survive and rhetoric may make strange bedfellows
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