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General Discussion /
« on: January 30, 2005, 12:11:51 pm »
While I consider this very interesting, this thread isn\'t called \'Thoughts on Game-mastering\'. However if you should decide to continue such discussion in another thread I should very much like to read it.
Equally, discussion of \'What Roleplayers want\' is a related, but ultimately separate discussion. I will briefly address it here, but leave a more complete discussion for another thread.
With games like PlaneShift the version of the world presented to the player by the server is useful since you can rely on everyone else present to view the world in much the same way. Unfortunately, whenever roleplay requires your character to do something the server doesn\'t support there is an inconsistency. In most cases you simply ignore the inconsistency and continue on, but it would still be nice if the server could reflect such things. It would be nice if you could anchor the events being roleplayed to the events the server recognizes.
How depends, null items (placeholder items), enhanced emotes (\'/greet\' Vs. \'/me\') or more complete interactivity with the world (such as the ability to close doors) are some examples of things that would help anchor roleplay to the gameworld.
At the end of the day a bad craftsman may blame his tools but a good craftsman would still prefer the best.
Equally, discussion of \'What Roleplayers want\' is a related, but ultimately separate discussion. I will briefly address it here, but leave a more complete discussion for another thread.
Quote
Earlier I said:
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Roleplayers, conversely, tend to manage with considerably less features, requiring only enough to anchor a reasonable concept of the game world upon.
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With games like PlaneShift the version of the world presented to the player by the server is useful since you can rely on everyone else present to view the world in much the same way. Unfortunately, whenever roleplay requires your character to do something the server doesn\'t support there is an inconsistency. In most cases you simply ignore the inconsistency and continue on, but it would still be nice if the server could reflect such things. It would be nice if you could anchor the events being roleplayed to the events the server recognizes.
How depends, null items (placeholder items), enhanced emotes (\'/greet\' Vs. \'/me\') or more complete interactivity with the world (such as the ability to close doors) are some examples of things that would help anchor roleplay to the gameworld.
At the end of the day a bad craftsman may blame his tools but a good craftsman would still prefer the best.

