Re: Guidelines for an RPI mud.
Except you, yes?
Elsewhere in this thread, you're telling people that MUSHes are not roleplaying-intensive, despite the fact that on many MUSHes it's the only thing they can do. They often have combat 'systems' which are essentially storytelling competitions judged by a neutral arbiter-- each person describes their actions, and the arbiter decides what would be best for the storyline, and what best rewards creativity.
Why is that not "roleplay-intensive"? Their entire codebase is based around it, and from their perspective Armageddon-style code is heavily invested in mechanical, repetitive skill-grinding.
What makes a pure storytelling game like that not "roleplaying intensive"?
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