August 1997
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Richard Woolcock
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features coder@ibm.net
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Brandon Cline
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Adam Wiggins
- New Topic: Butthead features clawrenc@cup.hp.com
- PirateMUD and CSL Niklas Elmqvist
- PirateMUD and CSL Chris Gray
- PirateMUD and CSL Koster, Raph
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL Jon A. Lambert
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL clawrenc@cup.hp.com
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Cynbe ru Taren
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Shawn Halpenny
- Sparse Arrays and co-ordinate based worlds clawrenc@cup.hp.com
- Graphic MUDS/perspectives Koster, Raph
- Ultima Online/Generalized AI Koster, Raph
- Reputation, was butthead features Koster, Raph
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Koster, Kristen
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Adam Wiggins
- Graphic MUDS/perspectives Jeff Kesselman
- Generalized AI Resend Koster, Raph
- Generalized AI Resend clawrenc@cup.hp.com
- Interview with Richard Bartle clawrenc@cup.hp.com
Aside: I find his view on perma-death particularly interestly (partly
as its one of the few areas I agree with Bartle on).
http://shaw.iol.ie/~ecarroll/mud/interview.html
Interview with Richard Bartle
by Taff and Asterix
(Taken from Dragon Times, Issue #2, April 1995)
There can be few MUD2 players unfamiliar with the name of Richard
Bartle. Together with Roy Trubshaw, he wrote the original MUD1 in 1979
at Essex University, and went on to create MUD2, the game you all know
today.
Taff, the arch-wizard at portal.aladdin.co.uk, one of the three MUD2
sites in the UK, caught up with Richard to ask him a few questions
about life in general, and MUD in particular (with a few additional
questions thrown in by Asterix, from Ireland OnLine).
Taff
How old are you?
Richard
I was 35 in January.
Taff
Are you married or do you have a partner?
Richard
Married (to Gail).
Taff
What does she think of MUD?
Richard
She doesn't play it -- she's not a gamer. She does wish that I
had a more reliable job than being a MUD programmer, but lets me carry
on all the same!
Taff
What was your degree subject and your Phd title/subject?
Richard
BSc (1st class) Computer Science. PhD Articifical Intelligence:
Cross Level Planning
Although naturally it's the PhD I was most pleased to get, I
think my BSc mark is still the highest they've ever had at Essex (no
one's told me any different, anyway!)
Taff
Where do you live these days?
Richard
Near Colchester, in a village called Great Horkesley. Since Great
Horkesley is basically a road with houses either side of it and little
in the way of amenities, we're hoping to move to somewhere else in the
district sometime this year. Would have been last year but the house
sale fell through (sigh).
Taff
Do you have any hobbies?
Richard
Apart from the one I'm paid to do, ie. write games programs?
Well, my main hobbies (all game-related) had to stop when I became a
father; tiny pots of paint and scores of lead figures don't last long
when there are small hands eager to grab them. I still play a lot of
games, but they're now more computer-based than board-and-counter
stuff (for the same reason -- a stack of counters swiftly becomes
several stacks once someone has picked them up to see whether they're
edible or not).
Taff
Do you make all your living from MUD2 or do you have another full
time job as well?
Richard
I am a full-time employee of MUSE Ltd. Most of my money comes
from BL [British Legends, the CompuServe version of MUD1], though,
rather than MUD2. I do odd jobs occasionally if they don't take long,
eg. I'm an examinations moderator for the University of Cambridge
Local Examinations Syndicate (300 quid for a morning's work, 3 times a
year), but I have no other job. I used to be a university lecturer
until I found that I could make more money doing practically anything
else involving computers (including "Word Processor Operative").
Taff
What got you interested in MUD? Was it the technical challenge of
writing something as complex as MUD or was it the creative side of
putting together descriptions and inventing the puzzles?
Richard
Well it certainly wasn't the technical challenge; I find that if
I don't see how to program something immediately, I don't enjoy having
to find out how to do it, which is what "technical challenge" means, I
guess. It wasn't the creative side, either; I can "create" without
having to go to the bother of programming -- writing stories, for
example. I just liked playing with it, I think, like a child with lego
blocks.
Specifically, I liked the way that things could be added
incrementally, and I liked the fact that what was being designed
wasn't so much a world as a world-creation system. Having lots of
enthusiastic players was good, too!
Taff
Where did you get your ideas from for the rooms and puzzles?
Richard
I used my imagination.
Asterix
You've spent close to 10 years (more?) developing MUD2 to its
current state. If you had had the benefit of that experience back when
you started, what would you have done differently (either in the
gameplay itself, or in how the game was marketed)?
Richard
I would have implemented some things differently, in particular
GET and DROP are messier than they need be. I may also have graduated
the room and object descriptions better, reserving immediacy ("You are
standing in a room with ..." rather than "This is a room with...") for
things I wanted to be more intensely experienced.
I'd also have added an operator in MUDDLE to return what the
parent classes are of an object, so wizzes wouldn't keep asking me why
the game couldn't tell them... They're not really gameplay things,
though -- I can't think of any major gameplay changes I'd have made
with hindsight.
Marketing, well, I'm a programmer, not a marketer. I do wish I'd
known then what I know now about large corporations, though (sigh).
Taff
Did you ever think that MUD would become what is today, with
literally hundreds of MUD-like (some might say rip-off :) servers
around the world?
Richard
Yes, I always knew it was a damned good concept. Roy is still
bemused by why people like it with the strength they do, but my
background is in gaming and I knew from the beginning what we had.
As for the other servers, well, we did MUD1 at Essex University
using computers paid for by public funds, so it was only right that we
let the idea of MUDs propagate freely without slapping a patent on it.
NB: this is mid-1980s talk; nowadays, UK universities are under
pressure to "perform", so even patents on trivial, non-respectable
things like computer games are still patents...
Asterix
Do you still enjoy playing MUD as a mortal (incognito of course),
or do you know the game so well by now that there is no challenge
left?
Richard
This presupposes that I ever did enjoy playing as a mortal! I do
still play as mortals, incognito, but most of my effort goes into
recalling what it is the player I'm pretending to be knows about the
game at that point. I have no difficulty in modifying my in-game
actions according to some personality type I've concocted for a
pseudo-player (maybe because I've done it so often) but I don't really
enjoy it, no.
This is undoubtedly because I can either remember the stuff
exactly, or I can look it up in 20 seconds by switching to another
virtual terminal and loading files into an editor. I don't DISLIKE it,
I hasten to add, but it's more of a job than a fun thing to do.
Asterix
What is the shortest amount of time it has ever taken a new
player to to reach Wizard?
Richard
I've no idea, mainly because we're never quite sure that they ARE
new players! I seem to recall someone having done it in a month
without having played any MUD (mine or otherwise) before -- I think
the player in question was VISHNU. There are others who have done it
in under 100 games, though, spread over maybe 2 or 3 months.
It's much easier if you've played oodles of BL before, and it's
easier if you get in on the ground floor of a new incarnation when
everyone is co-operative and friendly.
Asterix
Would you like to reveal a choice MUD2 game secret that you feel
confident few players are aware of?
Richard
A "game secret"? It's hard to know what's secret and what's not!
There are a whole load of sillies that few people know about (PLAY
POKER, that sort of thing) but I expect you mean something useful...
Is it well known that if you SIP DJ (DJÚRJEELING) in the
Tearoom you get many more points than simply SIP TEA? Or that you can
convert the ORANGE into a golden orange by taking it to the Orangery?
Or that if you leave the ACORN in the squirrel room, it turns into a
ruby?
Probably, yes: I expect these are all known to most mages... Did
you know you can kill the THIEF more easily if you get him drunk
first? Thought so...
No, there are no game secrets I'm truly confident that few
players are aware of!
Asterix
Who is the oldest known MUD player? The youngest?
Richard
In terms of age? Hmm, very hard to say, as I don't have access to
personnel records for most incarnations of the game. We've certainly
had people who've made wiz while aged 14 (DAN), and others who have
done it while in their late 60s (DECUS), but I don't know the current
maximum and minimum, sorry.
Asterix
What is the single most important attribute a player should have
in order to have a good chance at making wiz?
Richard
A sense of humour.
Asterix
Do you think MUD2 can fill any role other than simply providing
entertainment for its players?
Richard
It can, yes (I've had several players tell me that playing MUD is
what gave them their touch-typing skills!). Sure, there are social
benefits to this kind of game, where people can talk out their
problems among friends or whatever, but I specifically programmed MUD2
to be a game, and its primary job is to entertain. If I wanted to
focus on some other purpose, eg. for rape counselling or for modelling
human anatomy, I'd write another program.
Asterix
What is the largest phone bill ever reported by a MUD2 player
that you have heard of?
Richard
3000 pounds for 3 months, back in 1984 or thereabouts. SUE the
arch-wiz played every night from midnight to 6am, calling long
distance from Wales.
Asterix
One of the biggest differences between MUD1 and MUD2 is that in
MUD2, players don't automatically get magical abilities but must work
up to them. What differences in playing style has this caused between
players of the two versions?
Richard
I put that in so that everyone stood a pretty good chance of
losing a persona before they got to wiz. It was a kind of controlled
way of allowing players to come to terms with loss, since they're
basically expecting to die every time. Then, when it happens to their
mage, they're they're not quite so cut up about it.
Realistically, anyone who's higher than champion isn't going to
last too long unless they have magic, so essentially it IS the same as
BL but with a good chance that players have at least to contemplate
their own demise, if not experience it.
As to how it affects the playing style, well I'd like to think
it's responsible for the less bloodthirsty attitude that MUD2 players
have. The two games differ in many other respects, though, so it may
be that's just wishful thinking on my part.
Asterix
With any moderately complex system, the users always end up doing
things not envisaged by the original designer. What are the most
outrageous, unorthdox or generally surprising things you've seen
players trying?
Richard
Players constantly surprise me with their ingenuity. The classic
"stick man" scenario, where someone sits at the rapids with "GIVE
BRAND TO PLAYER EXCEPT ME" in their input buffer and repeatedly hits
^L until some poor sap gets the brand and blows themselves up, is one
I ought to mention.
Players are always finding ways to get around restrictions in the
game, though, and I keep having to make changes to keep up with them
(that's how come most mobiles will drop the URANIUM now!). Even as I
write, there's probably someone somewhere trying out a command that I
hadn't expected; the game may handle it, it may not, but the fact it
encourages players to try at all probably says a great deal about
confidence people have in the program, which is rather nice.
Taff
A lot of MUD players around the world seem to be ignorant of the
roots of multi-player adventure games. Sometimes it even seems that
the creators of these MUDs like to think of themselves as the
innovators and the creators of the first "real" MUDs. Does this annoy
you at all or do you feel that they've inspired you as much as you
have them?
Richard
It doesn't annoy me that people don't know who I am. It does
annoy me that people try to rewrite history in order to promote either
their own interests or the interests of the particular game to which
they owe allegience. Trying to categorise "MUDs" as some kind of
hack-and-slay game, whereas they play something else ("MUSHes" or
"MOOs") is another thing I dislike, as it's borne out of snobbery.
I have not been inspired by these games whatsoever. I have
occasionally imported items of syntax from them in order to make the
games more compatible (the most significant is probably making
':swallows hard.' the same as ACT "swallows hard.") but I wouldn't
call that inspiration.
Taff
Theres a lot of competition between MUDs these days, especially
since free MUDs have become so widely available and a few have become
almost as sophisticated as MUD2 itself. Does it worry you that
eventually maybe no one will want to pay to play a MUD when they can
play for free?
Richard
It's a niggling worry, but I know that MUD2 will continue to
improve. If these other MUDs want to improve, they'll have to get
their programming done for free. That's possible, of course, but it's
not going to happen on a large scale.
What's more worrying is that a game that's only 75% as good as
MUD2 but is free will nevertheless attract players away from MUD2
simply because it IS free -- for some people, it doesn't matter how
good a game is, if there's a free alternative that satisfies their
basic needs, they'll take it.
Taff
Do you, or have you played on any of the free MUDs?
Richard
I've looked a few over, but I don't play any regularly.
Taff
What do you think of them?
Richard
From what point of view? From a programming point of view, I KNOW
that MUDDLE is better for writing MUDs, so I may be impressed if what
I see represents triumph over adversity. On the other hand, it saddens
me to see people playing these games simply because they don't know
there are better ones out there which might suit them better. The
descriptions I see are never all that great, either, and the commands
some of them use are about as intuitive as UNIX's...
Taff
How many MUD1's and MUD2's are there out there?
Richard
Still being played? There's one MUD1 -- BL on CompuServe. MUD2s,
hmm, let me see... In the UK we have DRAGON, ONLINE and SONET. In
Europe we have IOL. In the USA we have GENIE/DELPHI/CRIS (one game on
3 systems), IPLAY and MPGNET.
In the rest of the world, there's a local-to-Toronto one in
Canada. Two more incarnations are due out sometime in the distant
future, but have met with hitches (due to incompetence, so I won't
tell you which organisations they are; suffice to say, it seems that
putting a capital letter in the middle of a company's name is a bad
sign). So, total number of extant MUD2s is 7. I have one at home, of
course, too...
Taff
There's a lot of talk on the net these days of graphic MUDs,
especially now that Dr. Cat is pushing
DragonSpires so hard. Do you see MUD2 evolving into a graphic
MUD like DragonSpires or into something entirely different?
Richard
Evolving? Or regressing?
I don't see MUD2 going graphical like DragonSpires, because I
wrote it as a text-based game. As far as I'm concerned, making it
graphical would be like doing a cartoon of "War and Peace" --
interesting, but hardly the same as the original. If I wanted to do a
graphical game, I'd start from scratch.
DragonSpires, incidentally, is just the latest in a line of this
kind of game which started with Island of Kesmai and continued with
Kingdom of Drakkar. It's attracting attention because it's the first
free game of this kind to appear on the net, and its graphics are more
modern, but the gameplay is early 80s.
Taff
Do you like graphic MUDs, or are you a text-only purist?
Richard
I despair of graphic MUDs, because I know that eventually they'll
take over, supplanting them like graphical RPGs did text adventures.
There'll still BE textual MUDs, because on the net there's no "shelf
space", so if there are people who want to play them they'll still be
available. I just think that once the big-spenders start using their
advertising money to push their flashy graphics games, new players
will go for those games rather than MUDs.
MUDs do have one advantage over ordinary adventure games in that
for the next few years at least there's no way to engage in
conversation with other people or mobiles in the game except by
typing, so graphical replacements can't be entirely mouse-based (click
on the H, click on the E, click on the L, click on the L, click on the
O, click on the SEND). It'll come, though, and MUDs will lose
something as a result.
Taff
What is going to be the next biggest change in MUD2?
Richard
I don't know. Probably some kind of user interface to smarten up
the appearance, but there are lots ofthings in the game that I want to
add.
I've been meaning to give the mobiles the ability to talk, ooh,
forages, but it would take a couple of monthsof dedicated programming
which I don't have time for at the moment.I also want to complete
myMUDDLE-to-C compiler -- I've done all but the run-time-system,
butagain that's maybe 2 months ofworking on it and nothing else to
finish.
I'm mid-way through a hefty tome documenting exactly how to
useBLANKs, which I'll follow up with aprogram to help design such
objects offline, but I wouldn't callthose major changes to the game
itself.
Asterix
What is MUD2's biggest strength? Greatest weakness?
Richard
Biggest strength: its players. Biggest weakness: its players.
Taff
What do you think the future holds for MUDs, taking into
accountthe imminent arrival of multi-playershoot-em up servers like
QUAKE and their ilk?
Asterix
Do you expect to see MUD2 sites still operating in 10 years,
orwill we all be playing Doom XIX in 3D overhigh-speed fibre-optic
links?
Richard
There are people playing MUD2 and BL who have been doing so
fornearly 10 years. This is an enormousstaying power for a game, due
mainly to its depth and the fact thatalthough graphics have improved
overthe years, text doesn't date so quickly. People will go out
andplay multi- player shoot-em-up games, butare they people who would
otherwise play a MUD? I'm not convinced.
MUDs won't look the same in 10 years time, if they exist at all.
However as a caveat, if you'd asked me that 10 years ago I'd have said
the same thing -- and been wrong!
-----------------------------------------------------
Thanks to Richard for taking the time to answer our questions; we hope
you found the answers as interesting as we did.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... - Generalized AI last try! Koster, Raph
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- Spellcaster, or Waving Hands Nathan Yospe
- Mud Languages Greg Munt
- MUD languages Chris Gray
- MUD languages clawrenc@cup.hp.com
- Mud Languages Chris Gray
- Mud Languages Nathan Yospe
- Mud Languages Chris Gray
- Mud Languages Greg Munt
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- Mud Languages Jeff Kesselman
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- Mud Languages coder@ibm.net
- Mud Languages Jeff Kesselman
- Mud Languages clawrenc@cup.hp.com
- sorry, cut off, was PirateMUD and CSL Koster, Raph
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction John G.
- Introduction clawrenc@cup.hp.com
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction Michael Hohensee
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) Nathan Yospe
- Quad-trees/Oct-trees Michael Hohensee
- Quad-trees/Oct-trees Dan Armstrong
- node-based 3D coord systems Nathan Yospe
- Signing off... Brandon Van Every
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem Chris Gray
- The 'Socialiser' problem Jeff Kesselman
- The 'Socialiser' problem Miroslav Silovic
- The 'Socialiser' problem Martin Keegan
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem clawrenc@cup.hp.com
- Release out! Chris Gray
- Dots in a name? Martin Keegan
- Dots in a name? Chris Gray
- Dots in a name? Matt Chatterley
- Dots in a name? Martin Keegan
- Dots in a name? Matt Chatterley
- Dots in a name? clawrenc@cup.hp.com
- Languages: "strong" vs "weak" Chris Gray
- porting question Chris Gray
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Matt Chatterley
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Marian Griffith
- New to this mailing list Martin Keegan
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jeff Kesselman
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jon A. Lambert
- New to this mailing list Jeff Kesselman
- New to this mailing list Jon A. Lambert
- NPC Ecologies [was 'New to this mailing list'] Greg Munt
- DemonScape clawrenc@cup.hp.com
- Evolution of The Mud Tree Greg Munt
- OT: Invite Batzing? clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- Finding Space Michael Hohensee
- Finding Space Shawn Halpenny
- Finding Space Nathan Yospe
- Finding Space Chris Gray
- Finding Space Ned Lovely
- Finding Space Ned Lovely
- Finding Space Chris Gray
- Finding Space Nathan Yospe
- Finding Space Michael Hohensee
- Finding Space clawrenc@cup.hp.com
- OT: test Odysseus Laertes
- Fuzion - RPG game system Jon Lambert
- Character evolution Richard Woolcock
- Character evolution Dan Shiovitz
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Caliban Tiresias Darklock
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution Caliban Tiresias Darklock
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Caliban Tiresias Darklock
- Character evolution Adam Wiggins
- Character evolution Brandon J. Rickman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Koster, Raph
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution S001GMU@nova.wright.edu
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Jon A. Lambert
- Character evolution Matt Chatterley
- Character evolution Marian Griffith
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Brandon J. Rickman
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Ola Fosheim Grøstad
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- OT: test Jon A. Lambert
- Fuzion Jon A. Lambert
- (subject missing) Maddog Worlds
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Frank Crowell
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Jeff Kesselman
- legal mumbo jumbo Jeff Kesselman
- Bladder Control Jeff Kesselman
- Bladder Control Caliban Tiresias Darklock
- Collision Detection Cynbe ru Taren
- Looking for books... Greg Munt
- Looking for books... Jeff Kesselman
- Looking for books... Cynbe ru Taren
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... clawrenc@cup.hp.com
- Looking for books... clawrenc@cup.hp.com
- Looking for books... coder@ibm.net
- Looking for books... Ola Fosheim Grøstad
- Looking for books... coder@ibm.net
- Looking for books... Jon A. Lambert
- Looking for books... clawrenc@cup.hp.com
- Re: Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution Marian Griffith
- Character evolution Nathan Yospe
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Felix A. Croes
- Character evolution Jeff Kesselman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Chris Gray
- Character evolution Caliban Tiresias Darklock
- Character evolution ##Make Nylander
- Character evolution Brandon J. Rickman
- Character evolution Chris Gray
- Character evolution Nathan Yospe
- Character evolution Jeff Kesselman
- Character evolution Maddy
- Character evolution clawrenc@cup.hp.com
- Character evolution Marian Griffith
- Character evolution Marian Griffith
- Character evolution Matt Chatterley
- Character evolution Ned Lovely
- Character evolution coder@ibm.net
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Chris Gray
- Character evolution coder@ibm.net
- Character evolution coder@ibm.net
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Brian Price
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Nathan Yospe
- Character evolution clawrenc@cup.hp.com
- Character evolution Shawn Halpenny
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Alignment Jon A. Lambert
- Alignment Richard Woolcock
- Alignment Jeff Kesselman
- Alignment Jeff Kesselman
- Alignment Jon A. Lambert
- Alignment Caliban Tiresias Darklock
- Alignment Ling
- Alignment Hans-Henrik Staerfeldt
- Alignment adam@treyarch.com
- Alignment Spin
- DESIGN: R-Trees (fwd) Greg Munt
- DESIGN: R-Trees (fwd) clawrenc@cup.hp.com
- Alignment & Introductions lapsos
- Alignment & Introductions Travis Casey
- Alignment & Introductions Matt Chatterley
- Alignment & Introductions clawrenc@cup.hp.com
- Foods (was Character evolution) Marian Griffith
- Foods (was Character evolution) Matt Chatterley
- Foods (was Character evolution) clawrenc@cup.hp.com
- Foods (was Character evolution) Matt Chatterley
- Comments on MUDs from Shadists clawrenc@cup.hp.com
- Inebriation Jon A. Lambert
- Language design Greg Munt
- Language design Jeff Kesselman
- Language design Chris Gray
- Language design clawrenc@cup.hp.com
- Language design Chris Gray
- {rape] lets drop it Jeff Kesselman
- {rape] lets drop it Alex Oren
- {rape] lets drop it Caliban Tiresias Darklock
- Invitations coder@ibm.net
- Invitations coder@ibm.net
- Poisons (was Foods) Koster, Kristen
- Poisons (was Foods) Travis Casey
- Poisons (was Foods) Matt Chatterley
- Poisons (was Foods) Jon A. Lambert
- META: Attributions and Eudora clawrenc@cup.hp.com
- META: Attributions and Eudora Jon A. Lambert
- Free DB list coder@ibm.net
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ned Lovely
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Alex Oren
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs Jeff Kesselman
- Re: clawrenc@cup.hp.com
- Rape Threads Nathan Yospe
- Rape Threads Jon A. Lambert
- Rape Threads Nathan Yospe
- Rape Threads Robin Carey
- Rape Threads Caliban Tiresias Darklock
- "Social control", was butthead features Koster, Raph
- "Social control", was butthead features Jeff Kesselman
- "Social control", was butthead features clawrenc@cup.hp.com
- "Social control", was butthead features Jeff Kesselman
- Character evolution [off topic] Alex Oren
- (fwd) NEW: multi-user VRML world clawrenc@cup.hp.com
- (fwd) NEW: multi-user VRML world Brandon Gillespie
- (fwd) NEW: multi-user VRML world Caliban Tiresias Darklock
- (fwd) NEW: multi-user VRML world coder@ibm.net
- MUD universe Felix A. Croes
- MUD universe Chris Gray
- MUD universe clawrenc@cup.hp.com
- MUD universe S001GMU@nova.wright.edu
- MUD universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe clawrenc@cup.hp.com
- MUD universe coder@ibm.net
- MUD universe Felix A. Croes
- MUD Universe Caliban Tiresias Darklock
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe Maddy
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe clawrenc@cup.hp.com
- MUD universe clawrenc@cup.hp.com
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Caliban Tiresias Darklock
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Chris Gray
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Brian Price
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals(Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Miroslav Silovic
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- Re: Adam Wiggins
- Re: Marian Griffith
- Users want sexy muds, not rape... (Re:) Ola Fosheim Grøstad
- OT: Mortality coder@ibm.net
- Re:) Adam Wiggins
- Character evolution [off topic] coder@ibm.net
- Character evolution [off topic] Miroslav Silovic
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- Re:) Ola Fosheim Grøstad
- World full of heros Jeff Kesselman
- World full of heros Marian Griffith
- MUD Design Fundamentals (Was: Looking for books. Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for books. Ola Fosheim Grøstad
- OT: Re:) Jon A. Lambert
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Miroslav Silovic
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Shawn Halpenny
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Jon A. Lambert
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Matt Chatterley
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Chris Gray
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Michael Hohensee
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Matt Chatterley
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Maddy
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Adam Wiggins
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Nathan Yospe
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com