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Originally Posted by Zapmeister
It's was a little disconcerting, I suppose, to come into this community and discover that these "NAPs" are regarded by many people as similar to legal contracts that cannot be broken, even in the extreme situation we faced in this game.
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And that's exactly the reason why Discharge (another MP game) has "machiavellian" diplomacies - like real world. Breaking a treaty might benefit you, forging a solid trust can benefit you even more. It all depends. Just keep in mind, it's said in llamaserver faq about starting a game:
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Now, this first post needs to include all the details of the game:
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- Diplomacy policy (are treaties considered unbreakable, or is this a Machiavellian world?)
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I usually consider it a machiavellian game if it's not stated that it's not. I suggest everyone do the same. If something is not EXPLICTLY forbidden, it must be allowed. There's no gray area between them in this case.