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Old 04-02-2008, 08:23 PM   #4
Milawe
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Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
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Home MUD: Archons of Avenshar
Posts: 653
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Re: Precogs and MU*s

If you have a precognition, the player does not get to determine what the "vision" is. The people who are in charge of the roleplay division (or the world lore division) of your mud do that. It doesn't seem appropriate to me for players to be the ones making up the visions and having the admins make it come true. I suppose that could be challenging, but it could be a huge problem if the player makes up something that has absolutely nothing to do with your game and its theme.

I think that if you do have the precog ability in a game, it should be relatively difficult to obtain, and very few characters should have it. Most precog results should be somewhat vague and should involve player interpretation. It wouldn't be that hard to design a coded precog ritual that involves heavy preparation for a player, and then they could have a glimpse into an event that will occur in the mud's future.

I believe a lot of people who dislike world or planned plots dislike having ANYTHING dictated for their character, which means they really should be roleplaying in a vacuum. World events SHOULD happen to give spice to the world, and sometimes, the true test of a good roleplayer is what does your character do when a specific event happens? The same people who don't like admin-run or world events are often people who like to always get to pick and choose exactly what things their characters get involved in, allowing them to roleplay in a very specific set of parameters... all the time. I happen to like playing in apocalyptic conditions sometimes!
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