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<H1>Re: [MUD-Dev]  Resisting Charm or you're cute and nice,but not to die for.</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]  Resisting Charm or you're cute and nice,but not to die for.</LI>
<LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI>
<LI><em>Date</em>: Wed, 08 Apr 1998 13:26:02 -0400 (EDT)</LI>
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<PRE>

Minor reformatting done to clean up after adding '&gt;'s.

On Wed, 8 Apr 1998, Jon A. Lambert wrote:

&gt; On Tue, 7 Apr 1998, s001gmu#nova,wright.edu wrote:

[Gate spell...]

&gt; &gt; A favorite use of this was in combination with a charm spell...
&gt; &gt;
&gt; 
&gt; And about that Charm spell....  
&gt; 
&gt; In a GM adjudicated RPG, ala D&amp;D, Ars Magica and many others, there are 
&gt; spells that have less than absolute mental effects.  D&amp;D's version of Charm 
&gt; is one of these spells where the affected creature will supposedly become 
&gt; trusting and friendly to the caster.  However, the afflicted will have the
&gt; charm  dispelled if the caster requests them to perform an action which
&gt; is either life-threatening or totally against their strongest 
&gt; proclivities.  Also many of these spells are broken by direct or
&gt; indirect attack by the caster.  Much of this is necessarily vague,
&gt; situational, and subject to your GM's personal whims.  

If I recall, D&amp;D had a couple different levels of such spells.
Suggestion, Charm, etc.  They are spells that work pretty well in a
human-run game, but not so well in a computer run game.  You get into a
lot of trouble by letting the controller have absolute control... at
least, if people are unaware that such things can and will happen.
 
&gt; Admittedly, Diku-like Charm is usually equivalent to robotic control for the 
&gt; spell duration.  This also has serious consequences on game play and perhaps
&gt; as dramatic as the aforementioned gate/teleport spells.  Most often I've seen
&gt; it implemented as a "digital" charm so-to-speak, rather than an "analog"
&gt; charm.  It's either on or off.  

If I recall, the Charm on EoD was set up so that the caster couldn't
attack the charmie.  Kind of goofy, but not my decision.  :/
You could usualy get the charmie to preform all sorts of normally quite
deadly actions, though.

&gt; Wouldn't this spell and those like it be more interesting and unpredictable
&gt; it resistance to charm was attempted after each requested action?  Especially
&gt; in a strong RP environment where such spells often cross the boundaries 
&gt; of player consent/non-consent.  Player characters could be offered the option
&gt; to attempt to resist or go along with the requested action.  A given action
&gt; might even be successfully resisted, yet the afflicted still remains
&gt; entranced.
&gt;
&gt; Thoughts and ideas anyone?

I am thinking charm might work in some interesting ways with our
self-preservation code (once it all gets written of course... :).
Presumably, the self preservation code would kick in to prevent anything
overtly deadly to the character.  A resistance check for each action would
be pretty cool too.  Maybe weight the roll based on some 'preceived harm'
table... though that quickly leads to deducing player intentions.  Not a
road I wanna go down.  I'd be very tempted to let it go for a while and
see what interesting ways the players could find to get around both the
preservation and resistance checks and have the charmie harm themselves.

*pulls out his JC-Lawrence-School-of-Expirementation hat*

;)

&gt; &gt;    &gt;order bubba enter gate
&gt; &gt;    Bubba walks into an unstable looking gate.
&gt; &gt;    Bubba screams in agony as his body disintigrates.
&gt; &gt;    Bubba no longer follows you.
&gt; &gt; 
&gt; &gt;    &gt;chuckle
&gt; &gt;    You chuckle.
&gt; &gt; 
&gt; &gt;    Bubba tells you, "Grumble... yer goin down!"
&gt; 
&gt; Amusing, yet strangely disturbing.  Bubba speaking directly into in your head
&gt; after you witnessed the destruction of his corporeal existence.  I gives me
&gt; the shivers.  Yeah, yeah I know...(re-start permadeath and telepathy
&gt; threads)   

Heheh... yeah.  I was thinking about that as I wrote it.  That kind of
thing happend a fair amount on EoD, but wouldn't fly on what I'm working
on now.  You might get a page from the player behind Bubba, but Bubba's
dead, baby, Bubba's dead.  ;)  I'm hoping building such a seperation in
will help keep the game in it's place, and people's attachment to their
characters at least a little less firm.

That's about all I have to say on that thread, so if it goes off from
there, I've said my $0.02.

:)

-Greg

PS: sorry about the lack-o-signature on the last note...  I thought I put
it in, but didn't see that it wasn't there until I got my copy of it back
from the list... Doh.  ;)


</PRE>

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<UL><LI><EM>From:</EM> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">META: Archive of Megami/Wout's list's traffic?  Archive ofthe CC: list?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 17:32 GMT
<UL>
<LI><strong><A NAME="00089" HREF="msg00089.html">Re: [MUD-Dev]  META: Archive of Megami/Wout's list's traffic?  Archive of</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 09 Apr 1998, 12:20 GMT
</LI>
<LI><strong><A NAME="00109" HREF="msg00109.html">Re: [MUD-Dev]  META: Archive of Megami/Wout's list's traffic?  Archive of</A></strong>, 
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 10 Apr 1998, 00:15 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00069" HREF="msg00069.html">Resisting Charm or you're cute and nice, but not to die for.</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Apr 1998, 16:15 GMT
<UL>
<LI><strong><A NAME="00070" HREF="msg00070.html">Re: [MUD-Dev]  Resisting Charm or you're cute and nice,but not to die for.</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 08 Apr 1998, 17:26 GMT
</LI>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev]  Resisting Charm or you're cute and nice, but not to die for.</A></strong>, 
Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Wed 08 Apr 1998, 20:57 GMT
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev]  Resisting Charm or you're cute and nice, but not</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 09 Apr 1998, 05:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00104" HREF="msg00104.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 21:40 GMT
<UL>
<LI><strong><A NAME="00130" HREF="msg00130.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not t</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 11 Apr 1998, 06:33 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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