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<H1>Re: [MUD-Dev] Character evolution</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Character evolution</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sun, 31 Aug 97 09:55:18 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 27/08/97 at 07:05 PM, Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:
&gt;At 06:58 PM 8/27/97 PST8PDT, you wrote:

Attributions!

&gt;&gt;I know I'm reacting to a troll, but yes, I would.  I have lived in
&gt;&gt;parts of the world with governments like that.  The fact that that
&gt;&gt;_is_ a part of the present RL environment would seem the a compelling
&gt;&gt;reason to enclude it -- it is a point of familiarity, predictability
&gt;&gt;for your players.  It also allow you as game designer to have fun with
&gt;&gt;the concept, encouraging your players to view it from other, more
&gt;&gt;external viewpoints.

&gt;Hmm. So by your argument we shoudl all be playigna  game where we
&gt;werok our asses off and peopel we have n ocontrol over who are
&gt;corrupt as heel coem and take a large aprt oif what we make on threat
&gt;of icnarceration.

No, you are being facetious.  I propose that embedding such systems
into the game in a manner which could be *interesting* is valid. 
Taking you case abive exactly, a simple way to extend it such that it
becomes potentially interesting is to create an insurrgent group,
rebels if you wish.  Then the game becomes to play a normal
ulimately-boring down-trodden cog in the system by day, and a leader
of the insurrection by night.

&gt;Furterhnmore we should all have to work in this world of yours too
&gt;hard, try to sdo too little with not enoucgh supplies, and not get
&gt;any of the credit for it.

Very much as we do now in the US?  Sure.  *Then* you make it
interesting.  It can be done.  Its not difficult.  It has extra
strength because it keys off a known, well agreed-upon, part of RL. 
The IRS could be a prime candiate for 'murcans.

&gt;My point is that O dont consider exact simualtion of all the traumas
&gt;and trouble sof real life to be a very compelling recreation.

Of course not.  Escapism and all that rot.  However you can put in the
base enviornmental structures and then parody or otherwise enjoy them.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00911" HREF="msg00911.html">Re: [MUD-Dev] Character evolution</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
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<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00761" HREF="msg00761.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 27 Aug 1997, 06:26 GMT
</LI>
<LI><strong><A NAME="00762" HREF="msg00762.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 27 Aug 1997, 06:29 GMT
</LI>
</ul>
<LI><strong><A NAME="00790" HREF="msg00790.html">Re: [MUD-Dev] Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 28 Aug 1997, 01:56 GMT
<UL>
<LI><strong><A NAME="00792" HREF="msg00792.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 02:04 GMT
<UL>
<LI><strong><A NAME="00888" HREF="msg00888.html">Re: [MUD-Dev] Character evolution</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 17:08 GMT
<UL>
<LI><strong><A NAME="00911" HREF="msg00911.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 19:59 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00799" HREF="msg00799.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Ned Lovely <a href="mailto:njl#ccs,neu.edu">njl#ccs,neu.edu</a>, Thu 28 Aug 1997, 05:06 GMT
<UL>
<LI><strong><A NAME="00890" HREF="msg00890.html">Re: [MUD-Dev] Character evolution</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 17:25 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev] Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 28 Aug 1997, 01:28 GMT
</LI>
</ul>
</ul>
</LI>
</UL></BLOCKQUOTE>

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