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<H1>[MUD-Dev] Re: Character development [was Re: ]</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Character development [was Re: ] </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 22 Apr 1998 11:20:30 -0700</LI>
<LI><em>Delivery-date</em>: Wed Apr 22 11:20:54 1998</LI>
<LI><em>Delivery-date</em>: Wed, 22 Apr 1998 11:20:54 -0700</LI>
<LI><em>Envelope-to</em>: claw#kanga,nu</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent,,,," &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Fri, 17 Apr 1998 07:40:46 PST8PDT 
Travis S Casey&lt;efindel#io,com&gt; wrote:

&gt; On Mon, 13 Apr 1998, J C Lawrence wrote:
&gt;&gt; Travis Casey&lt;efindel#polaris,net&gt; wrote:

&gt;&gt;&gt; Now, what *should* a guild be... that's another question.  :-)
&gt;&gt; 
&gt;&gt; There is a more fundamental question that I raised the last time
&gt;&gt; this area came up:
&gt;&gt; 
&gt;&gt; What problem in the game-universe is the guild an attempted
&gt;&gt; solution for?
&gt;
&gt; Does it have to be a solution to a problem?  

Umm, yes.  The problem may be IC, OOC, emotive, social, cultural,
physical (RL or virtual) etc, but it must remain a "problem" in that
its something whose solution adds to survival (subjective quality of
life is a survival metric if only on the morale count).

&gt; Or, rather, does it have to be a solution to any problem other than
&gt; the fact that humans like to congregate together, and tend to do so
&gt; with those like them?
 
Positive re-inforcement and all those other tags apply.  Group
behaviour is definitely a survival trait, especially in the classical
friends and allies model.

&gt;&gt; Turning this around:
&gt;&gt; 
&gt;&gt; If there were no guilds, but everything else in the game was the
&gt;&gt; same, would the players form "guilds" even without any server or
&gt;&gt; hardcoded support?  If so, why?  What survival threat in the
&gt;&gt; game-world would the players be attempting to mitigate or prevent
&gt;&gt; via guilds?

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

Quite.  For logical consistency of course one would presume that those 
NPC structures exist due to survival pressures in the NPC's existances.

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

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

&lt;nod&gt;  We agree explicitly -- I'm just using a broader pen than thee.

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

-- 
MUD-Dev: Advancing an unrealised future.
</PRE>

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<LI><STRONG><A NAME="00205" HREF="msg00205.html">Re: [MUD-Dev] Character development [was Re: ]</A></STRONG>
<UL><LI><EM>From:</EM> "Travis S. Casey" &lt;efindel#io,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Character development [was Re: ]</STRONG>, <EM>(continued)</EM>
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<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
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
</ul>
</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>
<LI><strong><A NAME="00204" HREF="msg00204.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Alex Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Fri 17 Apr 1998, 04:24 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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