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<H1>[MUD-Dev] Re: evil - good realism</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: evil - good realism</LI>
<LI><em>From</em>: "quzah [sotfhome]" &lt;<A HREF="mailto:quzah#softhome,net">quzah#softhome,net</A>&gt;</LI>
<LI><em>Date</em>: Sat, 24 Oct 1998 04:40:14 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
From: Jon A. Lambert &lt;jlsysinc#ix,netcom.com&gt; on Saturday, October 24, 1998 at
12:47 AM
Subject: [MUD-Dev] Re: evil - good realism


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

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

I was thinking more along the lines of action-&gt;reaction methods in
relation to perception of those around you; since it is what I favour
in the way of creatures and so on responding. However, I note your
point. And hey, if you're a bible enthusiast, then ther *IS* only
right or wrong. (Pharaphrase: "If you are not for me, you are against
me.") So I can see where the major good -vs- evil/right -vs- wrong
gets its huge following; like it or no.
-Q-



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: evil - good realism</STRONG>, <EM>(continued)</EM>
<ul compact>
<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>
<LI><strong><A NAME="00333" HREF="msg00333.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Thu 22 Oct 1998, 02:01 GMT
</LI>
<LI><strong><A NAME="00336" HREF="msg00336.html">[MUD-Dev] Re: Recursive look</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, 04:17 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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