Bond: This gun, looks more like it was made for a woman.
Largo: You know a lot about guns, Mr. Bond?
Bond: No. But I know a little about women.
In response, Earthmother, I'm trying to create a game that people will enjoy while simultaneously maintaining a culture that fits with the approximate time-period it's set in. Now, the game will be RPI, so in other words, the goal is not most of the male-centric mechanical rewards that most MUDs offer but rather role-play of the type that accurately maintains in-character behavior according to the setting. Nevertheless, one wants to create a game where the harshness, while representative of historical setting, is not too hindering so as to make the game unplayable. Although, I might point out that if an RPI's too soft on the harsher aspects of reality I've found that many PCs tire of it...they like the challenge of overcoming some harshness to create and role-play their character...adversity really does add to RP.
And I do understand the concept of power and how it is, as I said, relative. Sadly, I doubt that all PCs do understand that and I'd like to make them understand it better.
In regard to "knee-jerk reactions", I meant it pretty much as you reacted. As you said, upon re-reading my post, your impression was different. My goal is to try and avoid responses like your initial one because I truly agree with your perspective and am not trying to make the game unfair.
In fact, I spent about 30 of the last 48 hours (a guy's got to sleep, eat, and check his email after all) thinking about ways to incorporate family structure into the MUD in a manner that would encourage PCs to look into a more realistic portrayal of it. Additionally, I toyed with many different ideas to facilitate that aspect of role-play, since it is rather vital to many facets of life in the historical setting I'm working on.
As for in-game rewards, good RP is always to be rewarded and there won't be an exception here either. In the aforementioned 48 hours, much of my thought has been directed with the intention of methods of rewarding and advantages of such rewards for the role-play and recognition of family as it pertains to the setting and how to reflect those advantages without imbalancing the setting and the game (this is after all, not a H&S, so rewards like equipment are out and non-combat equipment or money would simply imbalance the economy).
Yeah, I probably need more of a life but I figure that if I'm creating a MUD, I ought to try and do it as well as I possibly can and in a manner as enjoyable as possible for those who play it.
Take care,
Jason
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