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<H1>[MUD-Dev] Re: evil - good realism</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: evil - good realism</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>: Sat, 24 Oct 1998 03:28:45 -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 22 Oct 98, quzah [sotfhome] wrote:
&gt; 
&gt; It is my belief that for a great deal of it, good and evil is more of
&gt; a "view". Something is only evil if those around you and/or on the
&gt; recieving end view it as so. (Take the crusades, and the freaks that
&gt; bomb buildings.) Perhaps your method of asigning good and evil should
&gt; take into account your peers before adjusting the good/evil-ness.

You can code a mud world to implement a relativistic or an absolutist 
view of good and evil.  Since many muds are fantastic by nature, it 
would be mainly a thematic decision.  You could even implement a
mud universe where your good alignment score is keyed to the number 
of abortions you perform.  Or you could model reality.  Whatever 
floats your boat.

--
--/*\ 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="00344" HREF="msg00344.html">[MUD-Dev] Re: evil - good realism</A></STRONG>
<UL><LI><EM>From:</EM> "quzah [sotfhome]" &lt;quzah#softhome,net&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: evil - good realism</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00384" HREF="msg00384.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Fri 23 Oct 1998, 04:04 GMT
</LI>
</ul>
<LI><strong><A NAME="00310" HREF="msg00310.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Wed 21 Oct 1998, 18:07 GMT
</LI>
<LI><strong><A NAME="00338" HREF="msg00338.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 22 Oct 1998, 04:35 GMT
</LI>
<LI><strong><A NAME="00344" HREF="msg00344.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 22 Oct 1998, 08:31 GMT
<UL>
<LI><strong><A NAME="00455" HREF="msg00455.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 24 Oct 1998, 07:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00346" HREF="msg00346.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 22 Oct 1998, 09:12 GMT
</LI>
<LI><strong><A NAME="00458" HREF="msg00458.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 24 Oct 1998, 11:40 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 21 Oct 1998, 17:47 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00312" HREF="msg00312.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 21 Oct 1998, 18:16 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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