June 1997
- UNSUBSCRIBE Dan Armstrong
- Resets, langs, and quests ashen
- [RP v. Power Gaming v. Pkilling] Jeff Kesselman
- [RP v. Power Gaming v. Pkilling] Caliban Tiresias Darklock
- RP: TIime to define Jeff Kesselman
- RP: TIime to define Caliban Tiresias Darklock
- Reasonable danger [was Alright... IF your gonan do DESIESE...] Matt Chatterley
- Reasonable danger [was Alright... IF your gonan do DESIESE...] Marian Griffith
- Administrative posting coder@ibm.net
- Administrative posting Jeff Kesselman
- Administrative posting coder@ibm.net
- PKilling (was Life) Brandon Gillespie
- A quick apology... Jeff Kesselman
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Caliban Tiresias Darklock
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? clawrenc@cup.hp.com
- The reality of constant combat?? Ling
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Huibai
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Adam Wiggins
- Room-based vs. coordinate-based Chris Gray
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Jon A. Lambert
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based coder@ibm.net
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Marian Griffith
- Room-based vs. coordinate-based S001GMU@nova.wright.edu
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based S001GMU@nova.wright.edu
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Miroslav Silovic
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based coder@ibm.net
- Room-based vs. coordinate-based Miroslav Silovic
- Room-based vs. coordinate-based Chris Gray
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Chris Gray
- Life Jamie Norrish
- Life Ling
- Life ashen
- Life Matt Chatterley
- Life Jeff Kesselman
- Life clawrenc@cup.hp.com
- Life Jeff Kesselman
- Life clawrenc@cup.hp.com
- Life Jeff Kesselman
- Life Adam Wiggins
- Life Jeff Kesselman
- Life Caliban Tiresias Darklock
- Life Jeff Kesselman
- Life Adam Wiggins
- Life Marian Griffith
- Life Caliban Tiresias Darklock
- Life Jeff Kesselman
- Life Adam Wiggins
- Life Jeff Kesselman
- Life Adam Wiggins
- Life Jeff Kesselman
- Life Adam Wiggins
[JK:]
> When I roleplay, I am in fact method-acting, which is my own personal love.
> However, the goal is to play a hero. A schmuck most of us can do in real
Ah, okay. I like heros as much as the next person, but I got pretty
tired of them after about the third one. I like to play a broad range
of characters. My personal favorites are the less heroic types - I
think thieves and mages are possibly my favorite, because their 'goals'
are so different from those of other characters, and their methods, too.
Actually, I lied. I don't like heros very much. I can only think of
two hero-types I've played in the last year; one was pen and paper
RuneQuest, the other a paladin on Arctic. The former was actually
interesting because he was balancing a less-than-noble background with
a desire to do right; the second kicked ass as far as 'power', but in
all honest wasn't really a notable character for me.
> Thsi is why it coems back down to "story". I roll up a charatcer, he goes
> out around town, meets a few people, gets jumped and dies. Thats not the
> story of a hero.
Heh, well I'd say that's yet another fundamental difference I had never
even thought to question. If you're not trying to create a hero or
a hero's story, things are a bit different.
> A heroic story shoudl have a grand climax. One shoudl at
One of the reasons I find them trite - they all have to have some
heroic ending. *yawn*
> least die in teh pursuit of something great (be it good or evil). Ild
> argue (and have in articles in the past) that the manner of oens death more
> then anything else speerates the hero from the man on teh street. Average
> peopel die for a lot of very stupid and pointless reasons, but heros don't.
I can agree with this even if i don't agree with your desire to play
a hero 100% of the time.
> Anyway, the Roleplayers I've played with were all seriously immersive and
> obtaine enjoyment from getting into their characters heads, they also
> implicitly understood that to every OTEHR player they were a MINOR
> character. They are only the major character in their own story. This
> precludes them from killing each other out. Moreover, they would not even
Okay, but this isn't in-game, therefore is irrelevant to me. I like to
give people good reasons within the game itself to do or not do things
(especially something a notable as murder). If they want to bring
in their own ethics/thoughts/whatever (and they undoubtably will),
that's fine. It's just mostly unrelated to the actual development of the
mud, as far as I am concerned. One nice side-benefit of this is that
NPCs have the same reasons to do and not do things as players, and thus
tend to behave the same way. I have a strong dislike for NPCs that exist
only to 'throw themselves on your sword' (ie, they attack everything
they see).
> trhow major chnages into the characters background withotu their consent
> (ie It would be the hight of impolite for me to roll up your character's
> brother and start playign it without your consent.)
Also outside of the game, although we have briefly considered allowing
you to start a family name as a possible way to generate characters.
This would allow things like having two characters which are similar but
not the same (brothers, say) as well as having a basis for creating
new characters. Plus we could even pass on heriditary traits...so
if you 'play' a single family for long enough, the physical strength
or great intellect of the Stonebow family becomes known, and new characters
created will carry this on. Also a nice tie-in for roleplaying, ie, "I'm
here to avenge my brother's death" or "You knew my father" or "My mother
owed you a debt that she was unable to repay before her death, so I am
here to repay it now." You would, of course, be able to give other
player accounts 'access' to your family name, in order that they could
create characters within the family.
> I suppsoe you can look at it this way-- my killing you out is a very
> forceful and nasty way of saying we can't BOTH be the hero, so Im the hero
> and your the dead schmuck.
Fine by me, I never wanted to be a hero.
> Its not a group story, thats part of the point. Its N stories for N
> characters. If it were a single group story then competition for the lead
> role MIGHT make sense.
I don't understand why it's competition, or why the living character
is necessarily the 'lead' role. Two characters exist; one throws himself
in front of a dragon to save the town, the other one stays cowering in
a shed. Who is the 'lead' role, here?
Once again, though, I have no particular desire to be in a lead role.
By default my character's own life 'stars' him, until the day of his death,
at which point the story is over, and there are no more roles at all.
> >character will do depending on what other people (real people, not NPCs)
> >will be influenced by your actions, and you certainly wouldn't play a
> >character that didn't fit in well with a given mud's current
> storyline/setting.
>
> Yes, the end part is correct. Playing a charcter with no relation to the
> envrionmentis generally considered a bit childish and impolite amoign the
> folks I generally game with.
I *love* picking a role which is completely at odds with a world that
has become completely stagnent in its own repetition. If it's a mud full
of spell-slinging mages, I make a magic-hating barbarian. If it's a mud
full of corrupt and underhanded thieves, I make a shining paladin. If it's
a mud full of towering warriors decked out in magical armor, I make a
bumbling, fat hobbit who enjoys brightly colored clothing and a good pipe,
and wouldn't know one end of the sword from the other.
> As an example, we had a bunch of Thri-Kreen
> in DSO who decided they weer gonna be Mecha-Bugs. Most of us thought this
> silly, pointless, and less then fully mature but we left em alone to play
> their game as long as they didn't impinge on the rest of us.
The roleplaying response to this sort of thing is just that they are insane.
Ie, Player A says, "I'm a Mecha-Bug!" Player B says, "You look like a
Thri-Kreen to me. Is that some sort of clan?" Player A says, "No, I
am a robot that just LOOKS like a Thri-Kreen!" Player B says, "Uh...
ro...bot? Whatever...<mumbles to self about nutty thri-kreens who spend
too much time in the sun>"
> No skin off our nose :)
True. There's something to be said for just relaxing a little and
not getting too uptight about your precious immersive RP. A clan I was
in on Arctic was the Tarsis Shriners; our entire clan was based around
the sweet, suculent hams one could buy only in the city of Tarsis.
Or at least, that was our 'for show' reason. Obviously we were just a
group of people who hung out together and did clanny things, but "Bunch
of People Who Do Clanny Things, and Are Pretty Similar to the Other Clans
Except (In Our Humble Opinion) We Are Much Cooler" just didn't have
quite the same ring.
> >> Pkilling as a regular thing does take control away. Neither is right or
> >> wrong, btu they are imcompatable game models.
> >
> >Yeah, hopefully I've accounted for this in the above - you consider
> >the 'control' others have over a situation when considering your character's
> >actions.
>
> Hmm. Not quite. Its a matter of not seriosuly imapcting the others' story
> without their approval. Did i make it cleaerer or mushier (MUSHier?) above?
Which is why I wonder how you could *ever* regulate this. I am playing
a hermit - thus, by talking to me, you are impacting my story without
my approval. I am playing a long-distance runner, thus, by standing in
my way, your are impacting my story without my approval. How do you know?
Where is the line drawn?
> Thing is, today's DSO is a product of what has gone before. Its a game
> with very strict rules of behavior enforced by semi-god-like game staff.
> Thsi is unfrotunate. We had no chocie however bncasue DSO was built WITHOUT
> any thought to these issues and thus no in-game mechanisms to handle any of
> it. I consider administrative fixes to be the WORST answer.
Unfortunate, but it really doesn't surprise me too much with a comerical
endevour.
> We have current hardware limit (due to bad code, one of the many reasons
> for DSOII) at about 160. DSO runs over 100 most of the day peaking at
> between 150 and 160. So the numerbs sound about comperable actually.
Ah, so it's equivilent to one of the larger muds. I only know of maybe
a dozen that can boast these kinds of numbers. Most I ever saw was
Sojurn back in the days when it was still a single mud - over 400 players
on the average weekday night.
> I guess anoither question is "how big is the woirld" and "is tehre
It was smallish when it started out, since they have high standards about
quality of zones, and stated completely from scratch. (Actually, that's
not completely true, since the mud is loosely based on Dragonlance...
but they wrote all their own areas, anyhow.) At this point they've
been online for years, and many players have grown into admin positions
and added their own areas to the world. (The mud itself has changed
admin hands at least ten times.) I don't know room count, but I'd
guess it's somewhere are 15,000. I do know that with 60 people online
(which happens occasionally, during the summer in the early morning) the
place is EMPTY. You can play for hours without seeing another player.
With 160-200 it is fairly well populated but hardly ever real full.
> something that makes people with different goals collect in different
> places"?
Oh, absolutely. There are seven classes (right now, anyhow) which
all are played completely differently. As a thief you stick to cities.
Mostly you're interested in learning how to pick locks, sneak, hide, and
steal from people - none of which can be easily done out in the countryside.
A mage almost never even goes to town, since they are constantly out hunting
spellbooks (all the good spells come from spellbooks which load out
in the vast game world). Clerics and paladins spend most of their
time in the various ruined temples fighting undead, since they have
special skills that make them very good at taking out undead, plus
they get massive experience bonuses for it. Druids are similar to
mages in that they are constantly searching for tablets with new spells.
Also they are always on the lookout for elemental stones, which allows
them to summon really buff elementals to help them out. They have even
less reason to go into town than mages do.
>ANMother issue with DSo frabnkly is that its too small. We have
> had to arbitrarily designate PvP and non-PvP zones because otherwise the
> PvPers coudl effectively take voer the entire game and force people to
> either PvP or not play.
It's very difficult to try to include both of these things in the same
game, and I've never seen it done very well. They just don't go together
real well.
> >Of the dozens
> >or possibly hundreds of PKs I was involved in, I was actually killed
> >three times. Yes, I remember all three times, and all of them were quite
>
> AH! A biggie here. Its soudns like combat rarely results in death. PvP
> in DSo basicly ALWAYS resulted in death of someone.
Oh...well I'd say that does rather suck.
I'd say the following is true of all muds: if you know where you're
going, the limitations and strengths of your character, and are a descently
fast thinker/typer, you can run away from almost anything. There are also
safe zones, such as temples, which you can find sanctuary if things get
too hot. (If you've attacked someone/stolen from someone etc these
sanctuaries don't function for you.)
> >(No, there's no permanent death - certainly this makes PK
> >a somewhat different experience. However, death does rather suck - you
> >loose a level and quite a few permenant hitpoints. Making enemies will
>
> Thsi actually is like DSO death. the difference I suspect is that form what
> you said, death from Pvp appears to not have been all that common.
I don't know about that. Maybe I'm a bad example; I'm a good player, a
fast typist, a fast reader, and have an inherent knoweldge of the system
that most people probably lack. I've killed dozens of people in my time
on Arctic. The number of people I've stolen from, blinded, or paralyzed
is nearly innumerable, although these are only mildly incoveniencing
offenses. I'd say there are still tons of deaths at the hands of players,
but anyone who knows what they are doing has at least a chance to make
it away. Given that I've killed dozens of people, I've fruitlessly pursued
hundreds upon hundreds and ended up with them simply outrunning me or
hiding somewhere I couldn't find them, at which point I considered
my point made (my point usually being something like, "DON'T try to
pick my pocket, EVER") and went back to whatever I was doing before.
I'd say this is representative of most other players, as well.
> Another system issue is how much more p[woerful one character can be then
> another. If thsi differnece is limited then it makes it less of a
> probloem. Powergamers however like to be able to achieve power and so I
> woudl assume any game catering to them DOES allow characters to get much
> more pwoerful relative to each other...
Yes. Arctic is not as bad in this respect as some others, but it is
still based more or less on AD&D where seperations of more than
a few levels means that a fair fight is always going to result in the
lower level person losing. I despise this, and have done everything
I can to get rid of it in our code.
> >I assume by muzzle you mean some sort of admin 'mute' command. We don't
>
> No, actually i meant a personal mute list.
>
> >have any sort of global channels, so it's easy enough to just walk
> >far away from someone you don't like. And if all else fails:
> >
> >A deep male voice you know as Imadork shouts, 'U R A PHUKK1NG L00Z3R!!1!'
> >> #gag {deep male voice you know as Imadork}
> >#Okay, {deep male voice you know as Imadork} is now gagged.
>
> Ah., hokay you DO have one.
No, this is a client called TinTin, which allows you to do a large
amount of text manipulation. You can highlight things, substitute strings
for other strings, gag out lines altogether, and so forth - normal
client functionality. I can hardly stand to play through straight
telnet anymore, being used to my aliases, tab-completions, substitutions,
highlights, and so forth.
- Life Adam Wiggins
- Life clawrenc@cup.hp.com
- Life Marian Griffith
- Life clawrenc@cup.hp.com
- Life Marian Griffith
- Life Adam Wiggins
- Life Jeff Kesselman
- Life clawrenc@cup.hp.com
- Life Jeff Kesselman
- Reasonable danger [was Alright... IF your gonan Adam Wiggins
- RP/PG examples Caliban Tiresias Darklock
- RP/PG examples Jeff Kesselman
- RP/PG examples Adam Wiggins
- RP/PG examples Caliban Tiresias Darklock
- RP/PG examples Jeff Kesselman
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Ling
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Matt Chatterley
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Brandon Cline
- RP=MUSH/PG=MUD coder@ibm.net
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Matt Chatterley
- Computers can't.... Jeff Kesselman
- Computers can't.... Caliban Tiresias Darklock
- Computers can't.... Jeff Kesselman
- Combat and Roleplay Jeff Kesselman
- Combat and Roleplay clawrenc@cup.hp.com
- Death Jeff Kesselman
- Learning Todd Lair
- Message problems with this list coder@ibm.net
- Greetings Koster, Raph
- Another Introduction... Travis S Casey
- Lorry's document on wizard-hood clawrenc@cup.hp.com
- Lorry's document on wizard-hood Jeff Kesselman
- Lorry's document on wizard-hood clawrenc@cup.hp.com
- Threaded rand() Ling
- I have no words and I must design clawrenc@cup.hp.com
- I have no words and I must design Adam Wiggins
- TSR has been bought. Jeff Kesselman
- DESIGN: The Physics of Magic coder@ibm.net
- over the shoudler view Jeff Kesselman
- Re:[DESIGN] the physcis of magic. Jeff Kesselman
- RIME/Fido nolstalgia Adam Wiggins
- a definition of role-playing Travis S Casey
- [RP] The thoughful player Jeff Kesselman
- web archive for MUD Design List ? Dmitri Kondratiev
- web archive for MUD Design List ? clawrenc@cup.hp.com
- web archive for MUD Design List ? Dmitri Kondratiev
- web archive for MUD Design List ? clawrenc@cup.hp.com
- [WotC TSR buyout] WotC Survey Jeff Kesselman
- The laws of probability coder@ibm.net
- The laws of probability Chris Gray
- The laws of probability coder@ibm.net
- The laws of probability clawrenc@cup.hp.com
- The laws of probability Adam Wiggins
- The laws of probability clawrenc@cup.hp.com
- The laws of probability clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) coder@ibm.net
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Nathan Yospe
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Simon Miller
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Matt Chatterley
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Jon A. Lambert
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Simon Miller
- "short" Introductory Message (fwd) Caliban Tiresias Darklock
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Martin Keegan
- Physical Space Representation Mathue Moyer
- Physical Space Representation coder@ibm.net
- "From Kansas to Oz" Chris Gray
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Miroslav Silovic
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" coder@ibm.net
- "From Kansas to Oz" Brandon Gillespie
- "From Kansas to Oz" clawrenc@cup.hp.com
- Text output [was "short" Introductory Message (fwd)] Matt Chatterley
- (fwd) RESEARCH: Why do you admin a Mud? clawrenc@cup.hp.com
- Genuinely brief intro Dr. Cat
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Chris Gray
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Dr. Cat
- Genuinely brief intro Koster, Raph
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro clawrenc@cup.hp.com
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Dr. Cat
- Commercial interests and rules clawrenc@cup.hp.com
- mention from Mud-Dev clawrenc@cup.hp.com
- Intellectual property Caliban Tiresias Darklock
- Intellectual property Jeff Kesselman
- Digest support coder@ibm.net
- List message losses coder@ibm.net
- Testing. coder@ibm.net
- Persistancy Matt Chatterley
- Name/language generation Oliver Jowett
- Name/language generation Brandon Cline
- Name/language generation Chris Gray
- Name/language generation Shawn Halpenny
- Name/language generation Brandon Gillespie
- Name/language generation Martin Keegan
- Name/language generation Jamie Norrish
- Name/language generation Jeff Kesselman
- Git out the boar spear, Martha! Chris Gray
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Adam Wiggins
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Jon A. Lambert
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Chris Gray
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Matt Chatterley
- Population container Wout Mertens
- Population container Brandon Cline
- Population container Jon A. Lambert
- Population container Chris Gray
- Population container Nathan Yospe
- Population container clawrenc@cup.hp.com
- Population container Wout Mertens
- Population container clawrenc@cup.hp.com
- Population container Wout Mertens
- Population container Chris Gray
- Population container Nathan Yospe
- Population container clawrenc@cup.hp.com
- Dragons... size and history Nathan Yospe
- Dragons (Couldn't resist) Nathan Yospe
- Heroes Nathan Yospe
- Alright... IF your gonan do OWLs... Nathan Yospe
- Black Rabbit & Vworlds-biz mail list Frank Crowell
- Supporting RP+PG Huibai
- Supporting RP+PG Jeff Kesselman
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG clawrenc@cup.hp.com
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Marian Griffith
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Chris Gray
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Adam Wiggins
- Supporting RP+PG Miroslav Silovic
- Supporting RP+PG Adam Wiggins
- Supporting RP+PG Jon A. Lambert
- Supporting RP+PG Caliban Tiresias Darklock
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Marian Griffith
- Integrating PK Adam Wiggins
- Integrating PK Marian Griffith
- Integrating PK Jeff Kesselman
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Alex Oren
- Integrating PK Caliban Tiresias Darklock
- Integrating PK Shawn Halpenny
- Integrating PK Nathan Yospe
- Integrating PK Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Jeff Kesselman
- Integrating PK Jon A. Lambert
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Adam Wiggins
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK Martin Keegan
- Integrating PK Matt Chatterley
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design Jeff Kesselman
- common server design Jon A. Lambert
- common server design Caliban Tiresias Darklock
- common server design Jeff Kesselman
- common server design Alex Oren
- common server design Jeff Kesselman
- common server design Cynbe ru Taren
- common server design Jon A. Lambert
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design clawrenc@cup.hp.com
- common server design Caliban Tiresias Darklock
- common server design clawrenc@cup.hp.com
- common server design Martin Keegan
- common server design clawrenc@cup.hp.com
- common server design Cynbe ru Taren
- common server design clawrenc@cup.hp.com
- common server design clawrenc@cup.hp.com
- Re: Jeff Kesselman
- The Difference between.. Jeff Kesselman
- The Difference between.. Adam Wiggins
- The Difference between.. Jeff Kesselman
- The Difference between.. clawrenc@cup.hp.com
- The Difference between.. Jeff Kesselman
- (subject missing) mud-dev@null.net
- Neighborhoods (was room-based v coord-based) S001GMU@nova.wright.edu
- Neighborhoods (was room-based v coord-based) Brandon J. Rickman
- Pen-and-paper and Computer-based systems Alex Oren
- User Interface (was: RP=MUSH/PG=MUD) Shawn Halpenny
- Rumours Marian Griffith
- Levels and XP Huibai
- Levels and XP Martin Keegan
- Levels and XP Simon Miller
- Levels and XP Huibai
- Levels and XP Nathan Yospe
- Levels and XP Matt Chatterley
- Meta clawrenc@cup.hp.com
- non pk dealing with conflicts Marian Griffith
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Nathan Yospe
- Integrating PK Cynbe ru Taren
- Integrating PK Chris Gray
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Jon A. Lambert
- noise Alex Oren
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Nathan Yospe
- Neighborhood watch Chris Gray
- Neighborhood watch Nathan Yospe
- Neighborhood watch Brandon J. Rickman
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Chris Gray
- Neighborhood watch clawrenc@cup.hp.com
- Mob AI Brandon Cline
- Hardcore server design Alex Oren
- Hardcore server design clawrenc@cup.hp.com
- [NOISE] common server design Martin Keegan
- try it out! Chris Gray
- Population container Wout Mertens
- Population container clawrenc@cup.hp.com
- Population container Raz
- Population container clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Caliban Tiresias Darklock
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Marian Griffith
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jeff Kesselman
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Flexible, Modular Server Design Brandon Cline
- Flexible, Modular Server Design Jeff Kesselman
- Flexible, Modular Server Design Chris Gray
- Another Approach (was: Integrating PK) Brandon Gillespie
- Another Approach (was: Integrating PK) Jon A. Lambert
- Another Approach (was: Integrating PK) Nathan Yospe
- Another Approach (was: Integrating PK) clawrenc@cup.hp.com
- Level abstractions Huibai
- Alright... IF your gonna do Disease... Jon A. Lambert
- thread splitting Alex Oren
- thread splitting coder@ibm.net
- thread splitting coder@ibm.net
- thread splitting Caliban Tiresias Darklock
- Senses & geographical events Wout Mertens
- Senses & geographical events Chris Gray
- Senses & geographical events clawrenc@cup.hp.com
- Additions to sensory planes Wout Mertens
- Nation of shopkeepers Martin Keegan
- Nation of shopkeepers Huibai
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers clawrenc@cup.hp.com
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Brandon Van Every
- Nation of shopkeepers Jon A. Lambert
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers clawrenc@cup.hp.com
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Alex Oren
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Chris Gray