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Old 09-24-2004, 05:36 PM   #85
Saren
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Join Date: Jul 2002
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Backing up a bit: (You'll have to excuse my fumblings with quoting quotes here, I haen't quite worked it out yet)

I disagree with this.  Many class based systems specifically refer to the classes as 'guilds'.  Guilds, organizations, and orders were very much a real world construct, and while you might be able to join more than one the skills taught in such a guild usually took a lifetime to advance from apprentice to master.  

Well to be techincally correct RP muds try to put you into another person.

Without getting into arguments against realism in a mud/fantasy world, I would personally think that a class or guild based system would more accurately model knowledge and training in ancient socieities as described above.

That depends entirely on your definition of an RP mud, specifically how much non-human automation it uses.  One might imagine that the purest RP mud would be little more than a chat room with character sheets. When you start adding things like automated group quests, however, ability to identify a players capabilites in the game world becomes important.  Even every paper and pen game I've played has required the construction of a group relevant to the perceived difficulty of the quest presented to them.  

Sorry if I was unclear, but thats not what I meant at all.  I'm talking about forming groups with other players, and going out and fighting and solving quests as a team.  

Despite my example, I was referring to overall balance, and not just combat balance.  Players feel cheated if they feel the time they have invested has netted them less than some other player with the same amount of time invested in different skills.
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