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<H1>[MUD-Dev] Re: WIRED: Kilers have more fun</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: WIRED: Kilers have more fun</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 8 Jul 1998 00:35:15 -5</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On  2 Jul 98, Koster, Raph wrote:
&gt; &gt; From:	Marian Griffith [SMTP:gryphon#iaehv,nl]
&gt; &gt; In &lt;URL:<A  HREF="news:local.muddev">news:local.muddev</A>&gt; on Mon 29 Jun, Koster, Raph wrote:
&gt; &gt; 
&gt; &gt; &gt; If you are coding a system whereby nobody can strike another person
&gt; &gt; &gt; *even in justifiable circumstances*, what sort of society have you made,
&gt; &gt; &gt; and what sort of ruler are you?
&gt; &gt; 
&gt; &gt; Here we have a point worth of very serious discussion. And one where I
&gt; &gt; very much have to disagree with you. I do not belief that there can be
&gt; &gt; justifiable circumstances to strike at somebody else.  At least not in
&gt; &gt; a game that attempts to provide a safe environment.
&gt; &gt; 
&gt; What about "keeping it safe"?
&gt; 

I'd argue that violence cannot and does not occur within any mud.

&gt; &gt; 
&gt; &gt; Restrictive does not make it stalinist. Nor fascist. The game prevents
&gt; &gt; certain actions that would,  if unchecked one way or the other, become
&gt; &gt; harmfull to the majority of the players. Player's freedom is not taken
&gt; &gt; away. Only certain actions that would otherwise be prevented in diffe-
&gt; &gt; rent ways (e.g. by player vigilante activities).
 
Restricting actions, restricts freedoms.   I very much agree that the 
characterizations of fascist and stalinist are unfair.

&gt; &gt; This is partly a problem because of the way power works in muds. The
&gt; &gt; only power there is -is- that of the sword.
&gt;
&gt; Not at all! As Dr Cat rightly points out, solutions such as ostracism
&gt; are very powerful. Of course, given the fluidity of identity, ostracism
&gt; is hard to implement. :(
&gt; 

Identity can be made much less fluid, through email registration, 
character registration, etc. BTW, I would think commercial providers 
would have a stronger handle on identity via electronic payment 
systems and/or client software registration.  Ostracism can be 
implemented at the expense of anonymity.  

--
--/*\ Jon A. Lambert - TychoMUD     Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page &lt;<A  HREF="http://www.netcom.com/~jlsysinc">http://www.netcom.com/~jlsysinc</A>&gt; /*\--
--/*\   "Everything that deceives may be said to enchant" - Plato   /*\--


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<li><strong><A NAME="00124" HREF="msg00124.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
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<LI><STRONG><A NAME="00034" HREF="msg00034.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG>
<UL><LI><EM>From:</EM> "Koster, Raph" &lt;rkoster#origin,ea.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
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<ul compact>
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<LI><strong><A NAME="00340" HREF="msg00340.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 24 Jul 1998, 22:16 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00287" HREF="msg00287.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 21 Jul 1998, 21:59 GMT
<UL>
<LI><strong><A NAME="00303" HREF="msg00303.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Wed 22 Jul 1998, 10:33 GMT
<UL>
<LI><strong><A NAME="00304" HREF="msg00304.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 22 Jul 1998, 11:18 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
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<LI><strong><A NAME="00071" HREF="msg00071.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Jul 1998, 04:34 GMT
<UL>
<LI><strong><A NAME="00124" HREF="msg00124.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 09 Jul 1998, 19:41 GMT
<UL>
<LI><strong><A NAME="00126" HREF="msg00126.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Thu 09 Jul 1998, 20:21 GMT
</LI>
<LI><strong><A NAME="00143" HREF="msg00143.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 10 Jul 1998, 05:46 GMT
<UL>
<LI><strong><A NAME="00284" HREF="msg00284.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 21 Jul 1998, 21:19 GMT
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