[QUOTE=9thFloor]
“This is all independent of any extra end-game punishment, or anything like that; if you go around screwing the game for others; you up the odds that they’ll try to screw the game for you, no admin help needed.”
That’s secular morality, right? We’re on the same page if so; it can essentially be reduced to cause and effect, mathematics as it were.
[/QUOTE]
Yep: secular morality. Though I dunno about reducing it to math; in my model there’s an element of nonpredictability infused by the interaction of other players’ avatars into the mix - players are defined in the model as having that ephemeral and poorly-defined quality of “free will”.
(And no, I don’t state where they got it. Don’t even go there.)
[QUOTE=9thFloor]
Does your RPG concept contemplate the possibility of an avatar screwing over another avatar – and **not **suffering any ‘negative’ in-game results. Possible? No? I assume it does if you meant to use the term ‘odds’ literally as in chances.
[/QUOTE]
My RPG model allows for people to do evil and not get an in-game comeuppence - it would have to, to model life as we know it, wouldn’t it?
[QUOTE=9thFloor]
I think human history has shown that the trend is clearly cause and effect and karma (secularly understood). But in every instance, for every avatar, in all cases, in equal measure?
[/QUOTE]
One presumes not, though with a large number of successive plays, presumably the player will sometimes come out ahead, and sometimes come out behind. Does it matter? Is there some problem with a model of the universe that does not reward every single good deed and punish every single transgression?
The fact is, my RPG model does not define what deeds are “good” or “bad”, beyond that nearly-irrelevent score system which I’d probably not include at all if I was rewriting the model without the jokes; pure sandbox is the way to go, with all statistics tracked, and players choosing what they want to max. Beyond giving you ‘achievements’, meaningless little awards for things like saving x number of kittens, killing x number of cops, or eating x number of snickers bars, there’s really no other sensible way to give extra-world awards/punishments in a pure sandbox model.
Though if you want a model which tells you exactly what to do and promises lots of awards and punishments for things, I’m sure you could find one if you looked hard enough. :rolleyes:
"
