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You pick up the fourth scroll from the ground. The ancient vellum has inscribed on it messages from adventurers like yourself who posted notes on the notice board in times past. The spectral minion who guards the board room has transferred these old notes to the scroll to keep these messages for posterity.
You read the scroll, showing messages from October 1998:
Name: Dworkin
Referred by: News Groups
Comments:
Is evil dead in mudding? Well, that would depend greatly on the MUD you are playing. Some MUD administrators don't like guilds whose sole purpose seems to be to go around killing people half their level. Also, if such guilds ARE allowed to exist, which imho they should be allowed to exist in the interest of role-playing, they usually quickly develop enemies through-out the MUD. Consequently, it becomes dangerous to belong to such guilds unless you travel about in packs. That being the case, it become difficult for such guilds to continue to recruit new members.
This can be solved in a number of ways. By far the easiest, is to hide guild membership. If the MUD displays what guild or clan players are members of, then belonging to an inherantly evil clan or guild is like painting a big red bullseye on your forehead, and then outlining it with flashing neon. Not very wise.
Again, in the interest of roleplay, if you are going to allow such guilds to exist, then you shouldn't have guild information shown to every single player on the MUD. Perhaps mark players who are in the same guild, but nothing more.
If a guild wishes to be publicly visible, then this can be done through player descriptions, titles, etc. It is not necessary to show this information on the who screen.
Going off on yet another tangent....
Someone mentioned evil players (in action and/or alignment) belonging to good guilds. This is lack of proper management, no ifs, ands, or buts about it.
If a guild is described in the help files (or where ever else guilds happen to be described on the MUD in question) as a good guild, yet they continuously go around killing women and children, then perhaps it's time to update that description. The descriptions of guilds should be how that
guild is perceived by others outside the guild, not just some sweet-sounding description the founder(s) thought up. Additionally, if there is code in place to have NPCs react to members of certain guilds a certain way, perhaps they will begin to act differently. Fearful instead of cheerful.
I am usually against hard coding things like alignment requirements. The reason behind this is because it inhibits role-playing. This is the same reason I do not believe in hard-coded killing restrictions. If you don't want someone to kill someone or something else, make it very unappealing to launch such an attack.
For instance, instead of having shopkeepers under some magical field of protection, have them scream for cityguards. Not the little pansies that any 5th level magic user could kill barehanded, I mean BIG GUYS. If someone really wants to take on a shopkeeper plus 10-15 well built guards
simultaneously, let em do it. That's roleplaying, and THAT'S what mudding should be all about.
Dworkin
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Name: Ardent Trueheart
Referred by: From Geocities
Message Date: Monday, 26 October 1998
Comments:
It seems like you haven't updated my title for a while. I'm now Legendary Master Gladiator and Disciple of Darkness. Just thought I'd let you know.
Ardent Trueheart
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Name: The corpse of Jade
Website: Follow up to my survey
Referred by: Just Surfed On In!
From: Genesis
Message Date: Monday, 26 October 1998
Comments:
Greetingsss, gentle adventurersss.
Many thanksss to those of you who answered my sssurvey... my Master wasss pleased with the response, and did not punish me too much.
I have some feed-back from the sssurvey, and a follow-up question that I would like you to answer please.
Thank you,
Jade, former Captain of the Rangersss.
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Name: Waylander
Referred by: From Genesis
Message Date: Monday, 26 October 1998
Comments:
I'm looking forward to the opening of the Dragon army guild... now that the wizards have kindly fixed the little cheat with 'stop fight - quit', those poor little baddies who join the Dragon army aren't going to stand a chance against our 'block' skill!
The end is night, followers of Takhisis!
Paladine forever!
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Name: Saruman
Referred by: Just Surfed On In!
Message Date: Saturday, 24 October 1998
Comments:
Doest thy not realise the peril which hangs over all of Middle Earth from the Hobbit curse. They must be destroyed. I invite you to join my quest. The dark hordes are gathering. Thou art for or against us. My method is simple. In the past we have resorted to violence and failed. The modern way is more simple and effective. We will talk about them behind their backs. Thus making them feel a bit paranoid... Haaahahahahahahaha(evil laugh)
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Name: Twolf
From: My Cave
Message Date: Friday, 23 October 1998
Comments:
Twolf here...I'll try and be eloquent
It looks like there some gloating from the pond scum about Angmar being no-more. But I guess you take a win any way you can huh Alliance? Looks as if Hawk is running with some other guild so we probably won't all be together again. That's a shame.
I don't even leave the cave nowadays, why bother. I started knitt'in little club shaped oven mits for the little woman and as I sit there a tear wells up cause I know my little skull smashers will never know the glory of Angmar. Makes me mad, makes me sad. Its bad here in the caves .. The sky don't
look the same any more.. The nights don't have the same charge to em ..
That big ass Dwarf?? the now ex-guard, well... he smacks his missus around. I hear it's bad with allot of the guys. We're all in a river of shit and nobodies got a boat.
I'm almost out of RUM and the stews about all gone. I'll miss that slop . My club is behind the stuffed bear, my axe is on the wall over the fire-place.. I keep em oiled up ready to go but it don't seem like I'll get to hear another ka-nigget beg for his life as I smash him to a pulp or that unforgettable high pitched squeal of a disembowelled hobbit... A-N-G-MARRR!!!
Makes my pulse go up just to think about it.hmm
I'm gonna go outside and do some Kata, maybe shield, never used to use it ..now ...now I wished I had.. You never miss something until its taken away, huh?
P.S. Znugaz and Ka-niggets can blow me..
Twolf ex-ANGMAR and Axe-Swinger of No Small Water.
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Name: The Mouth of Sauron
Referred by: A spectral minion
From: Mordor
Message Date: Thursday, 22 October 1998
Comments:
My undead workers have now excavated the old Council room of the guildhalls, just to the north. I have placed a magical protection over a number of scrolls that can be found in this room. These scrolls should prove of interest.
My servants are still looking for the rest of these scrolls, and they should be available soon.
The Mouth of Sauron.
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Name: Monika
Referred by: Word of Mouth
From: Misty Mountains, Shire, Middle Earth
Message Date: Wednesday, 21 October 1998
Comments:
I do not know if my comments here were the cause for that nice change with the dragon in ansalon but I have to apologize for my earlier statements here anyway. The ansalon wizards obviously have nothing against evil players - they just like to kill people ! Wonderfull job, I think I know where to go when I ever should decide to leave my mortal body behind.
Monika T'Sarn of the Red Hand, Ferocious Captain of the Red Fang,
the Battle Hardened Gladiator of Athas, champion, female goblin
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Name: A. Eschenburg
Referred by: News Groups
Comments:
In my eyes, its a problem of defining and keeping the alignment up to date. What makes an action evil ? Is killing evil ? Is killing an orc evil ? The same set of question is true for good. Personally, i have yet to see a fitting alignment system. Most systems generally support good alignment better
than evil alignment, simply because the actions usually dubbed 'good' are those which are necessary to build a society. Of course, hardly anyone can live up to the moral reqirements of being good, yet few mud characters have a problem with keeping their alignment akin to their stats.. maxed out for good or evil.
Evil guilds are a special problem. Things which are considered evil usually do not support a 'guild' structure. Evil guilds often are centered around actions against players, since only in interaction with other players 'true evil' can be found. The actions towards the 'coded' world tends to follow a rather simple rule anyway. "its just an npc" is often said when a good char is found murdering
some innocent inhabitant of the world. On the other hand, why shouldnt the evil Necromancer go out and kill a few (also evil) orcs.. if he feels like it and wants to see the orcs suffering.
In real life, other than a mainly mechanic game, good or evil is more defined by the way things are done, and the goals behind them, than for the action itself. The way things are done can be caught in code, but rarely is because it takes a lot of work, the reasons behind the actions can not.
So, where is the point ?
Remove alignment. Let chars be themselves. Make the world (and only the world) react to them based on their actions. And let the players judge for themselves. Visible alignment, or guilds forcing a certain alignment are a restriction which is unnecessary. Even the most stupid player should notice that a certain char isnt 'mr nice' if the town guard comes by and carries him away to get beheaded.
Axel
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Name: Syn
Referred by: News Groups
Comments:
Evil is not dead in mudding
Its just so diluted that you can say most of the people on most muds act evily most the time 8)
Hehe
Syn
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Name: Altair Maine
Referred by: News Groups
Comments:
Well, just to stir up a little debate and to give me a reasonable excuse to take a break from working for a few minutes...
On a player-killing mud, the terms "good" and "evil" don't really mean particularly much. They're sort of an arbitrary separation of the players into teams, for purposes of PK. Some places, there are small distinctions between "good" and "evil" behavior; "good" characters don't loot corpses or don't attack newbies, or something of the sort. PK muds are far enough removed from realism that the division is reasonable. I think the alignment which predominates in the long run depends strongly upon the individual mud. I played for a while on a (now defunct) PK MUD that was very distinctly controlled by "evil" guilds, which lasted for a long time.
Muds professing to be role-playing muds shouldn't, in my opinion, have alignment systems. Real people aren't so easily categorized as good or evil, they're far more complex than that. Real people do things for their own reasons, not for the sake of serving the great cause of "good" or "evil". A person might be self-centered, or annoying, or spiteful, but they're certainly not one-dimensionally "evil". People that kill for the sake of being unpleasant exist, but they're remarkably rare. I don't
believe I've ever met one. We call them mad, and most of them are locked up, in real life.
No society with a large fraction of insane murdering lunatics would ever survive, unless it was very effective at eliminating them quickly. Furthermore, the RP potential in an insane murdering lunatic is rather limitted, considering their narrow outlook on the world. Trying to quantify how nice a person is with an alignment number or rating is silly, as are guilds full of "evil" people. "I'm mean and nasty... and you are too? Let's get together so we can practice synchronized cackling!"
Alignment is fine and dandy on a PK mud, and I've got nothing against them. Cracking heads is very satisfying, once in a while. On an RP mud, people playing characters with no more depth than "good" or "evil" are fairly pathetic, and there is really no need for assigning a number to some intangible "alignment" variable.
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Having read the scroll, you drop it back in the pile, where the spectral minion places it in the right location. Now you can return your attention to the board room.
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