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 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
- Death Adam Wiggins
[JK, on his style of RP:]
> Best thing i can tell you is its like dating. You take a little step, test
Heh, if I ever play a mud that's half as stressfull as dating I think
I'd probably yank my phone cord out of the wall, and possibly take
a hammer to my modem to make sure I never try THAT again. :)
> the waters, take another little step... thsi is on anything "dangerous".
Okay, I see, and I can also see why I wouldn't like this.
I spend all day long behaving like this. I have to be careful about
what I say to friends, co-workers, investors, creditors, and family
members. I have to consider my actions carefully, trying to figure
out all possible consequences in my head before going ahead - and even
then I might still hold back if I know it might cause a potential problem.
So, when I come home and want to relax on a mud for a bit, I *love* to
be able to play characters that can act in a bold and descisve manner,
100% of the time. Partially they can do this because they have a
well-defined role, so it's easy for me to instantly come up with their
response to any situation. Even if I know this is not the _best_
response for them as far as what is 'good' for the character, I know that's
the response they would have, regardless. Secondly, I can go ahead and
enact this response without (much) fear, because it's a game. Unlike
real life, things like getting in trouble with creditors is usually a whole
lot of fun in a game. And at worst, if things take a really bad turn, I
can always play a different character, go play a different mud, or
just turn off the computer and go do something else, with nothing lost
except some time.
> We all knwo what the "dnagerous" thinsg are, they are the things that have
> a lasting impact on the other character. Killing the other character, ina
> real-death world, would be an obvious BIGGIE. So big that we basicly don't
> do it. We may coem to blows, but the killing blow is never landed.
Yes, we agree on this. Fundamental difference seems to be that I say
'Discourage such acts via game mechanics and setting' and you say 'Restrict
the acts altogether.'
I'm thinking more of non-PK action, though, since (for one) I think
we've pretty much gone over all the ground about PK, and secondly, since
I find the more subtle things more interesting. Your description of
the story-conscious role-player seems to go far beyond just the implications
of PK, and that's what I'd like to delve into.
> >Hmmm, true. <ponders> I actually really deeply enjoy that terrible moment
> >of decision - you know your character is a gonner either way, so you might
> >as well make their death worthwhile.
>
> Um... if you're not concerend about story, then I have to ask "why"?
Why did you ever get the idea I wasn't concerned with story?
There are only two points that I've been trying to make, so let me
see if I can sum it up:
1) You can roleplay without any knowledge or desire for knowledge about the
story.
2) PK is frequently a part of role-play. This is not a bad thing.
The first point is the more interesting one, I think.
Let me see if an analogy will help.
Consider your brain. Assuming you believe modern science, it's made
up of an innumerable number of neurons, each of which has a simple function -
to fire when enough electric charge builds up as to cross its synapse.
This is all that is required to be a neuron. The neuron itself requires
no knowledge of the overall workings of the brain in order to function,
only that it satisfy the basic requirement outlined above.
Yet, somehow, cognition emerges from the bajillions of neurons setting
in your brainpan. How? The answer, of course, is that your brain is
an emergent system. The 'cognition' which is the function of your brain
is in fact completely seperate from the matter which makes up your brain.
The neurons are only the medium across which the system - cognition - can
travel. (If you're not a believer in brain functionality this way,
you can use the same exact example with a modern computer CPU as the
'brain' and transistors as the 'neurons'.)
Now map this to RP. Characters are the neurons - the individual elements
which are the *medium* for the system, without *being* the system.
The system being carried, of course, is the story. Each character has
no need of any knowledge of the 'story' (which, in itself, doesn't
exist, and can be perceived in an infinite number of ways) in order
to effectively roleplay. I could probably sit here and feed you
imaginary situations and then let you come up with responses from some
of your favorite characters without me having to explain an overall story
(although certainly knowledge of the surrounding facts etc is pretty handy).
In addition, some of my best role-playing has been done in completely
ignorance of the 'real' story. I *thought* I knew the story, but I didn't -
there was actually much more going on without my knowledge. When I did
find out the real story, I'm generally very surprised and delighted.
Did this make my RP worse, however? No - in fact, I'd argue it made it
better. Since *I* was in ignorance, as well as my character, that made
my role-playing that much better, since I wasn't trying to fake not having
knowledge that I actually did.
Lastly, how do you _ever_ know when you know the 'whole' story? On
any kind of descent sized mud, there's always a ton of people fading
in and out of your 'story'. Characters are affected by motivations,
plot twists, and other influences which you will never know. Nor do
you need to know them; this is where role-playing differs from writing
a novel.
Note I've never said that role-playing unequivicoly means that there
is no story knowledge, or that you wouldn't want to know the story while
role-playing, or that there's no place for role-playing where every
character knows everything about the story. I'm just trying to
illustrate how they *can* be seperate, which allows one too consider
how seperate one should want them to be when designing a game.
> I know why I want it to be woirthwhile, but I wonder how it fits in to how
> you play?
There are two things which determine what I do when I play: what I think
is fun, and what is in-character for the character I am playing. (Not
necessarily in that order, but usually.) A story will emerge, regardless,
although it may be a thoroughly boring story. Other times the story
that emerges is incredibly interesting. Obviously the second type
is more interesting to me, but it's only one of many concerns. I won't
break character by any major amount just because I think it would make
the story more interesting (ie, having my mage cast 'fireball' during
a particularly boring meeting of the Council). I am, however, perfectly
willing to bend the story to make things more interesting. Note that
'more interesting' for me at least, usually translates to 'hairier.'
Thus, if I'm being chased by someone, and the chase has been fun so far,
I may lag behind just a bit to make sure things stay hot-and-heavy,
even though my character would probably have taken the first oportunity
possible to get away scott-free.
One more story comment. I love a good story, but generally I don't
think too hard about what the story is, exactly, until after it's all said
and done. Yes, this works - just the same as it works in real life.
Characters be themselves, and a story emerges. The difference is,
the characters are usually a lot more interesting, varied, and likely
to make bold maneuvers; and the world itself is more perilous and likely
to host non-mundane situations.
Ie, most of my good mudding stories start like this:
"My buddy had learned this little trick from some wandering mage that let
him give a magical glow to any object. So, I had him cast it on a junk ring
I had. Feeling pretty tricky, I pawned it off on some poor sap who had
just come into town and didn't know any better. Little did I know the 'poor
sap' was actually Grooble Furfoot, captain of a small legion of mercenaries,
whom he was waiting to meet in that very town. The ring, although not
magical at all, was actually an ancient signet used by the now defunct
Bludrust clan, and it was for that reason that Grooble bought it from me,
not the magical glow. Of course, I didn't know that. Then things started
to get interesting when a passerby who had witnessed our transaction
reported the event to the local authorities. Fearing that the hated Bludrust
clan had returned and was rebuilding itself in secret, they sent..."
Here, I (neither myself as a player, nor my character) knew anything about
what I was doing. Grooble, neither the character and (probably) not the
player, knew that the magical glow was just a cheap cantrip. We weren't
aware of the 'story', as it were - yet we still managed to role-play.
> >I guess the only kind of death I find meaningless is one I don't learn
> >from.
>
> Ah, I see. NM my last question. I'ld say though it seems to me you are not
> immersing as far as I am. To me each hcaracter is an individual with a
> life, hisotry and death. That I leanr something for my next character to
> know is irellevent to me because it is irellevent to the character.
Okay, well this is again just a difference in style of play. I treat
my characters like characters in a novel. I may become more or less
attached to them, depending upon what happens in their story; but I am
not them (obvisouly). Thus I keep a certain aloofness, I suppose, that
keeps me from ripping my heart out when something bad happens to them.
This also allows me to play characters which behave nothing like myself;
in some cases I might not even condone anything that they do, although
this sort of character takes rather a lot of effort to play.
> My turn to say "this seems very OOC..." ;)
Indeed. I'm a player, and I'm not my character. I carry knowledge between
characters; I can't not do this, really, other than to 'fake' it (but
regardless, I as a player still make decisions based on all availible
knowledge, regardless of whatever I might try to force myself to 'forget').
In this area, though, I see it (once again) the same as RL. I don't
mind mistakes at all, if I learn from them. Making a mistake that I
have made before and I know I should have been able to avoid is the only
kind of mistake I find frustrating. Bad things which happen to my character
only qualify as mistakes, to me. Even death. Thus, I may not be very
happy that I made the mistake, especially given the punishment for failure,
but if I take something away from it - knowledge, experience, even a brief
thrill - then I don't find it frustrating or highly upsetting. Advantage
to aloofness, I suppose? Not to say playing isn't an emotional experience
for me, it's just that a character is like a character in a book to me.
There there for as long as they are there, and then they are gone.
Sometimes I wish they'd have stuck around longer and other times I wish
they'd go away sooner, but it's how it is and I think I've already
explained that if things went exactly how I 'wanted' them to go 100% of
the time, I'd be bored out of my skull.
> >> decide for themselves. If the master swordman decides he doesn't like your
> >> face when you enter the bar and in a single swift stroke beheads your lit-
> >> tle thief there is no RP involved.
> >
> >How so? It seems to me that the general consensus is that if you are
> >playing a 'powerful' character, it is impossible to role-play.
>
> Nope, quite the opposite. With power comes responsability. Yo ucan tell
> someone with TRUE power by what they DON'T do.
Heh, well this is true, and why I find power competely unattractive
in RL. I enjoy striving to be the best at what I do, even if I never
come close to 'the best'; sometimes this translates to power in a game,
but power in and of itself is pretty worthless and boring to me.
> I'ld suggest you consider your own behavior as a MUD wizard. How
> capricious are you with those power?
Hum, a good question. It's pretty much what I said above - I want to
create, not manage at the player-level. Basically, players never see me.
If they can't resolve it in-game, then there is a flaw in the game (which
they can report to me via in-game commands or the message boards, and
in which case my time is better spent fixing the flaw than doing something
with my wizard's 'power') or they just aren't understanding/playing
the game to its full capacity, in which case I leave it to them to figure
out.
> a alck of fear. A lack of fear brings a lack of hate. (We can get into
> THAT side discussion if you want.) A truely powerful character has little
> to no "hates".. but he ofetn WIll have a big fear of hismelf and what he
> can do.
Uh huh. But as I said, I would not want to play a mud, nor do I want
to create a mud, where any player ever feels that they need not fear
anything. The best swordsman in the world still 'fears' (in an abstract
way) being thrown in jail for breaking laws (what good is his sword there?)
or being banned from every habitated area within 200 miles. He also fears
six gang members armed with enough crossbows, spells, and tricks
to make sure that his sword-arm won't do him a damn bit of good.
> them. What they play instead are ineffectual people witha sudden dose of
> pwoer who have to go around proving it. (A TRUE psychotic maniac might be
*shrug*, well, humans being humans, this happens. In my game world
they'd probably get themselves either killed, thrown in jail, or very
badly hurt within no time, regardless of how good they were.
I won't tell them not to do it, though. Much more effective for them
to learn that it's a bad idea on their own.
And again, this is balancing powerlevels. If someone can just kill things
for a while and then be in a position to, without fear, slaughter whole
villages wholesale, I'd say there's a problem. - Death Jeff Kesselman
- Death clawrenc@cup.hp.com
- Death Jeff Kesselman
- Death Adam Wiggins
- 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