Subject: RE: Premature concerns about spell system
From: tim posney (timp@rmb.com.au)
Date: Thu Feb 17 2000 - 08:14:30 EET
> > C) IC/OOC blurring. This is the biggest problem. For most players, > there is no or little distinction between in-character and > out-of-character knowledge. Even given everything else mentioned so > far, if all the players only used IC knowledge in game, there would be > no problem. Even OOC knowledge like "it's only a game" > interferes when > applied to thinking about the possible consequences of their > character's > actions. From the character's point of view, it's their whole life. > > One can restrict the effect of OOC knowledge by requiring IC knowledge for an action to work. For example the knowledge for the components in combination for a spell can be represented as a token. These tokens can obtained in a number of ways, research, purchase or some benevolent benefactor. In each case the token can only be gained by IC actions, not OCC. It is then up to the game master/system to extract retribution for inappropriate actions, e.g. passing out tokens, (as measured by the instances in the world) would attract penalties, possibly resulting in the loss of other tokens. This would a) punish the wrongdoer, and b) reduce their ability to further commit transgressions. The gaining of tokens should try and match the in game actions actually required, for example a character spending ages researching a spell would ultimately result in the gaining of a token. This allows in game experimentation, without making the OOC knowledge of any use. You could externally publish the appropriate information, but without the token the OOC knowledge would not work. regards tim
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