Thread: Managing PK
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Old 08-02-2012, 09:45 PM   #9
nienne
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Re: Managing PK

We went with an option to have "lowbie protection" on ours - a flag that can be dropped voluntarily (for returning/experienced players) or that self-drops beyond a certain level. It tends to protect those that are new, or that are happy to roleplay all day and not become the big bads of the mud - sucks to start out on a mud only to get killed off the same day, not much incentive to stay. Of course depending if you have a levelling based system or not, the above may not work for you. We don't have a permadeath setting for most PK's either so it was easier to run with a less restricted system, since the consequences of dying (usually) aren't as dire. In general, in a RP-based MUD we found it was better to have in-game consequences (PK'ers being hunted down/put on wanted lists, cities becoming fearful or aggressive towards the PK'er, etc) rather than out-of-game restrictions.
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