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Old 08-02-2005, 01:17 PM   #3
Valg
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Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 643
Valg will become famous soon enough
Some core principles we try to stick to on Carrion Fields:

1) Diversity of Power: There should not be an optimal character. The top echelon of characters should have as little in common with one another as possible. Many 'remort' and classless systems fail this test miserably-- every character gains access to the 'best' skills, and a limited number of first-tier archetypes emerge.

1B) No 'Caste System': Conversely, there should be no 'second-tier' character options. A skilled player should be able to succeed with any character. You should never learn that you chose the 'wrong' character to succeed with and have to start over to have hope.

2) Diversity of Style: Characters who specialize in one fashion should play differently from characters who specialize in another fashion. A rogue archetype character should not play like a warrior archetype who initiates with 'backstab' instead of 'bash'. They should rely on patience, deception, surprise, and finesse, and should fail if they attempt to adopt the tactics of a very different character. Each character should be a new experience for the player, and should be able to change their tactics to some degree to deal with different situations.

3) Player Skill First: A skilled player should be able to beat an unskilled player the vast majority of the time. Even if they were to switch characters, the skilled player should still win the matchup. This does not mean that equipment and similar variables cannot enter the equation-- skilled players should be able to find useful equipment, given equal access to resources(*). Indeed, part of what constitutes 'skill' might be the ability to select and acquire the equipment that best befits your character.

4) Level Playing Field: Characters should begin with equal access to all resources. The staff must be honest and impartial. No character should start as a 'super character' due to flukes of character generation, 'lottery' systems where characters randomly begin with large advantages, the achievements of prior characters, or the like. This also includes games where it is legal to transfer resources (equipment, currency, training, etc.) among one player's characters-- a new player coming in has to scrap for those resources while an 'old hand' has them handed over.

(*): This can be a serious issue in pay-for-perks games where credit cards can be mightier than swords.
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