@Thenomain said:
Of my untested theories about RP-Mudders, I want to theorize that the severe stance on What RP Is comes from how these games grew out of the Mud culture. I mean, last I knew, a Mud was about running around killing things and having fun coding your own Mud macros, speed-walking, auto-mappers, so forth. The part of Adventure/Zork that became MMOs.
Let me give another anecdotal take on it, perhaps you'll find it useful or at least mildly entertaining.
When I first played A Moment in Tyme back in the mid-90s it was a MUD's MUD. Everyone was a 'channeler' (which in the Wheel of Time theme is an anathema, especially for males) since that's what the coders had made for the setting. People walked around throwing fireballs at mobs or used teleport to go places. RP was pretty thin (think aliases which emoted "Die, evildoer!" before casting said fireball) and so on.
However more people started liking the idea of emoting more and throwing fireballs less. It was small things at first, such as justifying the constant casting somehow ('cast refresh self' was perhaps aliased to 'emote eats a cookie') but it grew, and eventually a new version of the code came out which actually allowed people to make non-channelers. It was pretty organic; the culture started to shift to where better roleplayers were valued - and gained positions of IC influence - more than people who simply had a more powerful characters, knew where the best mobs to farm were, etc.
I mean this wasn't a quick process - it literally took years. By the time I took over coding there we put out more versions of the code where your sheet-power was dependent on how much respect you had as a roleplayer from the community. It was a pretty convoluted system in retrospect but it worked unlike anything I've seen since - each person participating in the system would submit a log of a spar or lesson with someone else, which was anonimized then distributed randomly to other participants who graded the logs and sent them back. So at that point the most powerful characters ended up being the best roleplayers - at least in theory.
But I mean if you look at this from where it started, with the priorities we had given the tools handed to us and where we took things in a natural way - this was never the original plan of the administration who originally owned the game in any way - it's pretty cool. I'd say the quality of posing (we called it emoting) at its peak on Tyme was pretty damn good on average, easily on par with what we consider the same today.
And it started with folks aliasing stuff to say to mobs as they killed them.