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<H1>Re: [MUD-Dev] Character development [was Re: ]</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 development [was Re: ] </LI>
<LI><em>From</em>: "Travis S. Casey" &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 17 Apr 1998 09:24:38 -0500 (CDT)</LI>
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<PRE>
On Mon, 13 Apr 1998, J C Lawrence wrote:
&gt; Travis Casey&lt;efindel#polaris,net&gt; wrote:
&gt; 
&gt; &gt; Well, I think we all know what a traditional mud guild is --
&gt; &gt; basically a D&amp;D-style class that characters may join after starting
&gt; &gt; the game, and has the option of leaving.
&gt; 
&gt; &gt; Now, what *should* a guild be... that's another question.  :-)
&gt; 
&gt; There is a more fundamental question that I raised the last time this 
&gt; area came up:
&gt; 
&gt;   What problem in the game-universe is the guild an attempted solution 
&gt; for?

Does it have to be a solution to a problem?  Or, rather, does it have to
be a solution to any problem other than the fact that humans like to
congregate together, and tend to do so with those like them?
 
&gt; Turning this around: 
&gt; 
&gt;   If there were no guilds, but everything else in the game was the
&gt; same, would the players form "guilds" even without any server or
&gt; hardcoded support?  If so, why?  What survival threat in the
&gt; game-world would the players be attempting to mitigate or prevent via
&gt; guilds?

Not everything in the game has to revolve around the players -- if the
NPCs in your world would logically form themselves into groups, then those
groups should exist, whether or not the players would want to join them.

&gt; Once you have the answer to that question you can approach designing
&gt; your guilds in a way that is both acutally useful in your gameworld
&gt; and doesn't have logical inconsistencies with the rest of the game
&gt; world.

I agree... I'm just pointing out that guilds don't have to be a solution
to any problem that the players have in order to exist, and that they
don't necessarily have to "solve a problem" in the sense of helping
survival -- the "problems" they solve may be purely social/emotional in
nature.

(One could ask, for example, why people join groups that do things that
decrease their chances of survival -- like sky-diving or bungee-jumping
clubs.  Meeting an emotional need may be important enough to a person that
they're willing to slightly *decrease* their survival chances.)

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'  Keeper of the rec.games.design FAQ:
     '---''(_/--'  `-'\_)      <A  HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>



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<li><strong><A NAME="00489" HREF="msg00489.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
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<LI><STRONG><A NAME="00153" HREF="msg00153.html">Re: [MUD-Dev] Character development [was Re: ]</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev]  Character development [was Re: ]</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00176" HREF="msg00176.html">Re: [MUD-Dev]  Character development [was Re: ]</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 15 Apr 1998, 06:16 GMT
</LI>
<LI><strong><A NAME="00193" HREF="msg00193.html">Re: [MUD-Dev]  Character development [was Re: ]</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 12:30 GMT
</LI>
<LI><strong><A NAME="00179" HREF="msg00179.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 16:50 GMT
</LI>
<LI><strong><A NAME="00187" HREF="msg00187.html">Re: [MUD-Dev]  Character development [was Re: ]</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 02:07 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00205" HREF="msg00205.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 17 Apr 1998, 14:24 GMT
<UL>
<LI><strong><A NAME="00489" HREF="msg00489.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:20 GMT
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</ul>
<LI><strong><A NAME="00093" HREF="msg00093.html">RE: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 09 Apr 1998, 17:00 GMT
<UL>
<LI><strong><A NAME="00163" HREF="msg00163.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 00:13 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00203" HREF="msg00203.html">RE: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 16 Apr 1998, 22:50 GMT
</LI>
</ul>
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</UL></BLOCKQUOTE>

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