Thread: Managing PK
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Old 10-11-2012, 10:28 AM   #14
shevegen
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Join Date: Nov 2009
Posts: 63
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Re: Managing PK

> My fiancee and I have been discussing how to handle pk if we put it in, and we're drawing
> a blank. We've played on muds where pk has boilded down to arranged fights only, and
> if a person is jumped they complain, to muds where once you reach a certain level
> you're automatically entered into the pk realm and there's nothing you can do about it.

> The easiest way to avoid pk deteriorating into arranged fights and lots of yelling
> and people hiding is to just not put it in at all. However, we'd like to offer it and
> i'd like to hear what other people have done to keep pk working on their muds.

This depends on the type of MUD. Is it a MUD with permadeath?

If not then PK is not really that troubling.

The best way to handle PK is:

- Make it so that the difference between characters is as low as possible.
That way, even if someone trained immensely, he can not "easily" always
win against someone else, at least not in a 100% way.

- Offer safe zones, like guards interfering. These safe zones must be
IC logical.

- Remove all OOC channels. They distract from IC game play.

- Ensure that a player roleplayers a character according to the
personality given and if not, you must remove the player AND
undo his PKs. For this to account, you can use a deity system
that allows souls to return (semi permadeath).

The really big problem with PK is that it is one-sided fun. The
loser does not enjoy to be PKed.

I still think PK is useful though, it can make a game more
exciting. I myself favour non-permadeath, but severe
penalties (and extending safe zones so that murderers
have it very hard).
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