September 1998
- WIRED: Kilers have more fun J C Lawrence
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Koster, Raph
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Koster, Raph
- WIRED: Kilers have more fun Damion Schubert
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Damion Schubert
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- Encryption of protocols, compression and lag... Ola Fosheim Grøstad
- Encryption of protocols, compression and lag... Adam J. Thornton
- Equipment Fit Holly Sommer
- Equipment Fit Hans-Henrik Staerfeldt
- Equipment Fit Holly Sommer
- Equipment Fit pomales
- Equipment Fit Hans-Henrik Staerfeldt
- Equipment Fit Brandon Cline
- Equipment Fit Matthew R. Sheahan
- Equipment Fit Chris Gray
- VT-100 and other terminal data J C Lawrence
- Intermud Communication...is it worth it? Ben Greear
- Intermud Communication...is it worth it? Caliban Tiresias Darklock
- Intermud Communication...is it worth it? Holly Sommer
- Intermud Communication...is it worth it? Ross Nicoll
- Intermud Communication...is it worth it? T. Alexander Popiel
- Intermud Communication...is it worth it? Michael.Willey@abnamro.com
- Intermud Communication...is it worth it? chris@realm.zfn.uni-bremen.de
- Wild idea.. :) Ben Greear
- Wild idea.. :) Marc Hernandez
- Wild idea.. :) Ben Greear
- Wild idea.. :) Adam Wiggins
- Wild idea.. :) Caliban Tiresias Darklock
- Wild idea.. :) Adam J. Thornton
- Wild idea.. :) Ben Greear
- Wild idea.. :) Vadim Tkachenko
- Wild idea.. :) Ben Greear
- Wild idea.. :) Vadim Tkachenko
- Wild idea.. :) Ben Greear
- Wild idea.. :) Ben Greear
- Wild idea.. :) Adam J. Thornton
- Wild idea.. :) Ben Greear
- Wild idea.. :) quzah
- Wild idea.. :) Adam Wiggins
- Wild idea.. :) Jon A. Lambert
- Wild idea.. :) Vadim Tkachenko
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- Re:Intermud Communication...is it worth it? Michael.Willey@abnamro.com
- ADMIN: Unsubscription J C Lawrence
- npc memory and reactions James Wilson
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- npc memory and reactions James Wilson
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- npc memory and reactions Richard Woolcock
- npc memory and reactions Ross Nicoll
- (fwd) CODE RELEASE: [server] SlashMUD (MacOS mud server) J C Lawrence
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? T. Alexander Popiel
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? Richard Woolcock
- [CODE QUESTION] How to encode floats into bytes? Adam J. Thornton
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? T. Alexander Popiel
- [CODE QUESTION] How to encode floats into bytes? Adam Wiggins
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Travis S. Casey
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Richard Woolcock
- [CODE QUESTION] How to encode floats into bytes? J C Lawrence
- [CODE QUESTION] How to encode floats into bytes? Adam J. Thornton
- Equipment Fit, enlightenment Hans-Henrik Staerfeldt
- Adventure on the web J C Lawrence
- A Java front end to ECGS (finally) J C Lawrence
- PERL based MUDs J C Lawrence
- Economics: Arrow's Impossibility Theorem J C Lawrence
- Economics: Arrow's Impossibility Theorem Koster, Raph
- Windows->Linux TCP/IP stack performance problems J C Lawrence
- Windows->Linux TCP/IP stack performance problems Vadim Tkachenko
- Windows->Linux TCP/IP stack performance problems Chris Gray
- Windows->Linux TCP/IP stack performance problems Alex Stewart
- OT: Windows-> Linux TCP/IP stack performance problems J C Lawrence
- Off-topic! Windows-> Linux TCP/IP stack performance problems Adam Wiggins
- Equipment fit revisited Andy Cink
- X, Y & Z. Scott Cade
- An accidental experiment with language Damion Schubert
- Off-topic! Windows-> Linux TCP/IP stack performance problems J C Lawrence
- Admin: Unsubscriptions J C Lawrence
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- cellular automata as universe models James Wilson
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- [off-topic] news! Travis Casey
- [off-topic] news! J C Lawrence
- [off-topic] news! Jeroen Ruigrok/Asmodai
- Introducing the background hook Ling
- Introducing the background hook J C Lawrence
- Introducing the background hook chris@realm.zfn.uni-bremen.de
- Introducing the background hook Michael.Willey@abnamro.com
- Introducing the background hook Matt Chatterley
- Off-topic! Off-topic! Windows-> Linux TCP/IP stack performance problems Adam Wiggins
- Lockless DB design (was Fw: lurker emerges) J C Lawrence
- PCCTS->ANTLR J C Lawrence
- MOSIX: Multi-computer Operating System for unIX J C Lawrence
- Marian's Tailor vs. Psychopaths Hal Black
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths James Wilson
- Marian's Tailor vs. Psychopaths quzah
- Marian's Tailor vs. Psychopaths James Wilson
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Matthew R. Sheahan
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Richard Woolcock
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Jo Dillon
- Marian's Tailor vs. Psychopaths Damion Schubert
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Marc Hernandez
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths J C Lawrence
- Marian's Tailor vs. Psychopaths T. Alexander Popiel
- Marian's Tailor vs. Psychopaths J C Lawrence
- Marian's Tailor vs. Psychopaths Chris Gray
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths S. Patrick Gallaty
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Ola Fosheim Grøstad
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Ryan Prince
- Marian's Tailor vs. Psychopaths Peck, Matthew x96724c1
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Jon A. Lambert
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Project: ROADS database of MUD-related papers? J C Lawrence
- Admin J C Lawrence
- Admin: Unsubscriptions J C Lawrence
- AR's idea database Oliver Jowett
- AR's idea database James Wilson
- Forced story line... quzah [sotfhome]
- Forced story line... Marc Hernandez
- Forced story line... Damion Schubert
- ADMIN: Digests are now functioning J C Lawrence
- (had no title) quzah [sotfhome]
- (subject missing) Vladimir Prelovac
- (subject missing) J C Lawrence
- META: Web posting from list archives J C Lawrence
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- META: What are you looking for in this list? ##Make Nylander
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- META: who are we? Koster, Raph
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- META: who are we? T. Alexander Popiel
- META: who are we? Koster, Raph
- META: who are we? J C Lawrence
- META: who are we? quzah [sotfhome]
- META: who are we? Richard Woolcock
- META: who are we? J C Lawrence
- META: who are we? James Wilson
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- META: who are we? Petri Virkkula
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- META: who are we? Matt Chatterley
- META: who are we? Benjamin D. Wiechel
- META: who are we? ApplePiMan@aol.com
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- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Marc Hernandez
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Caliban Tiresias Darklock
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Ryan Prince
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Michael.Willey@abnamro.com
- Ugh, IS Diablo a mud? Jo Dillon
- Ugh, IS Diablo a mud? Ryan Prince
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Damion Schubert
- Ugh, IS Diablo a mud? Andy Cink
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? ##Make Nylander
- Ugh, IS Diablo a mud? Richard Woolcock
- Ugh, IS Diablo a mud? Hal Black
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Jon A. Lambert
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Kylotan
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Caliban Tiresias Darklock
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Raph & Kristen Koster
- Ugh, IS Diablo a mud? Damion Schubert
- Ugh, IS Diablo a mud? Jon A. Lambert
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Jon Leonard
- Ugh, IS Diablo a mud? Kylotan
- Ugh, IS Diablo a mud? Jon Leonard
- Medievia Koster, Raph
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Jon A. Lambert
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Marc Hernandez
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft T. Alexander Popiel
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft Jon Leonard
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Andy Cink
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Niklas Elmqvist
- let's call it a spellcraft Koster, Raph
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Niklas Elmqvist
On Fri, 25 Sep 1998, Travis Casey wrote:
> On 23 September 1998, Niklas Elmqvist wrote:
[snip]
> Umm... what I meant is that players would design the spells, but a
> check or series of checks would be needed in order for the character
> to then be able to design and implement it. This is to prevent such
> things as smart players creating stupid mages, then designing spells
> that their characters shouldn't be able to understand, much less
> create.
Agreed. Some of these would be kind of self-regulating, like the player
having to get hold of some exotic materials which he might be unable to
unless he knows where they can be found and has sufficient skills to
defeat any obstacles guarding it. Other things could be a required amount
of invested time into a specific spell as well as a certain degree of
proficiency in the spell sphere (no one without a solid background in
Summoning will even be able to *understand* the rites required to summon a
Greater Lich).
> My own thought is to have a set of simple magical commands which can
> be used directly: e.g., you might have the commands:
>
> create
> destroy
> move
> resize
> shape
> join
> sever
> etc.
>
> When used in the spell programming language, these would be equivalent
> to the pre-defined keywords or library functions of most programming
> languages. There would also be control-flow statements, but these
> would only be usable in a spell/program, not as direct commands.
So you mean that a mage could just wing it and issue these commands
directly? But what of the research time mentioned below? If this is an
option, I immediately see a large number of people entering the spell
commands as macros into their MUD clients instead of having their
characters research them. However, this mechanism might be useful when
trying out new spells.
[Spell balancing:]
> I'd thought of a similar system for netrunning programs in a cyberpunk
> RPG, the rationale being that the more common a program became, the
> more likely it was that someone would have developed and distributed a
> defense against it. Following the same idea, you could have NPCs
> having pre-prepared counterspells for the spells that become too
> common.
Well, we have a perfectly valid reason for this in a magical world: the
more people that use a spell, the more "toll" it takes on the specific
powers required to invoke the spell, and it becomes diluted. Some spells
could be defined to be able to accommodate quite a few users, the basic
magic missile or cure light being good examples, while other more powerful
spells would lose their power if known and used by more than a mere
handful.
Of course, this kind of balancing system almost *requires* that we use a
fixed-spell system (that is, a system where the spells are defined by the
admins instead of created by the players) -- otherwise, it is very hard
for the server to determine that two very different spell snippets might
do the same thing, and thus reduce the efficiency of the spell. (You could
do some kind of calculation on the required power "types" for spells,
though... Such as many people using spells requiring Fire, and
consequently, the efficiency of fire spells are reduced.)
[snip]
> > Hmm, I would also like to introduce some notion of time into my concept...
> > However, I dislike typing "research Armageddon" and then just wait for two
> > hours while my character is busy researching.
>
> My own thought was to have this be something that happens in "off
> time" -- that is, while the player is logged off, we presume that the
> character is devoting some fraction of his/her time to researching the
> spell. This means that the player doesn't have to wait around for it
> to happen (or, at least, doesn't have to wait around logged into the
> mud doing nothing).
I like it. However, spell research would almost require that the player
leaves his character in his study when logging off -- quitting in the
middle of Mirkwood with a dozen giant spiders stalking around would do
nothing towards creating a nice research atmosphere...
However, I *still* would like to have a practical research element as part
of the game... The Unseen University concept appeals to me; lots of
players working in unison to experiment with different kinds of spells
("You are now entering the Unseen University magical testing grounds.
Proceed at your own risk." *zap* *kaboom*).
> It also creates a secondary effect... namely, that the fastest way to
> do spell research is to spend some time offline thinking them up,
> log in and submit them to the system, then spend more time offline
> letting your character research them. This means that players who
> spend a lot of time logged in adventuring won't be able to research
> spells as fast... which corresponds nicely to the fantasy stereotype
> that the mages who are doing the spell research are those walled off
> in their towers somewhere, not those adventuring.
Yes, for each 'research' command that is issued, research subjects (ie
spells) are queued so that the character will continue with the next spell
in line when he finishes with one. The system could even tell the player
the approximate time (depending on the skill of the character, of course)
until the current research area will be exhausted.
I see one problem with this, though: a concept like this would certainly
work for a fixed-spell system (defined above) where the player can type
'research magic missile' and then happily log off, secure in the knowledge
that he will have another neat spell in his inventory when he returns the
next day. However, in a spell-creation system where we don't have any
fixed spells, how will the player be able to test his spells for "bugs" if
he first has to type 'research magic missile' (where 'magic missile' now
denotes a spell code snippet) and then wait four *real* hours before he
can use it? Or is this something we want? (Spellcraft should be a
time-consuming process.) Maybe the player could be allowed to perform some
kind of 'dry run' with his spell to ensure that it is working properly?
As for the "powerplayers using several mages to quickly research spells"
problem, which was raised in another post to this thread, the point is
that the different mages must *still* study each others spells in order to
amass them all. Of course, studying an already invented spell as opposed
to researching a new one should be much easier and less time-consuming.
[snip]
> > Come to think of it, associating magic "code" or "methods" to materials
> > would make it easy for the builders to add support for all kinds of
> > materials. Otherwise, in a magic-physics engine, you would have to
> > hardcode stuff like "iron does this and that..." and "copper attracts
> > this..." and so on.
>
> Thank you, thank you, thank you. For some reason, the idea that spell
> components could have spell code associated with them had never struck
> me... but now that you mention it, it gives me all sorts of ideas!
Glad to help, that was a first for me on this list, methinks :)
Seriously, this could be used to great effect, I think. For one thing, one
major part of spell research will be to find out what different methods or
calls a specific item supports -- the players would have to write basic
'identify' spells for this (in addition to a 'detect magic' spell which
saved the player some power by doing a simple check if there are is any
spell code at all in the item).
Also, depending on the magical potential of an item, the cost of
identifying it could vary -- try to ferret out the powers of the Holy
Graal and you might end up drained in the process. Why not let some
magical items have an active defense which needs to be defeated in order
for the mage to identify and use it -- this could be methods in the spell
code associated with the item along the lines of OnWield(), OnIdentify()
and OnGet() (which trigger when the item is wielded, identified and get,
respectively). Alternatively, we could use verb-binding for this purpose.
This way, we can easily have sentient swords, blessed armor, cursed
weapons, etc, as well as magical traps which trigger on special events.
> Someone who has a bird feather can access that code. To do so
> requires rebinding it to a new target, and then feeding it enough
> power to activate the spell and allow it to make whatever you're
> casting the flight spell on fly... but you don't need to know how to
> create a flight spell. The feather already has that, and you can
> use it as a black box.
Indeed! The feather in our example could be empty of magical energy and
you would have to channel some of your own raw power into the feather and
use it as a conduit/focus for flight. This would be how birds fly: they
instinctively channel their own magical power into the flight spell of
their feathers. All magical power that is fed into the feather transforms
into spell effects (along with some power losses, of course, nothing is
perfect -- this could be dependant on the caster, as well).
Some items could have some magical energy stored in them as well, allowing
people with little or no magical ability to use them (eg wands, rings,
staves). Some would have permanent effects, some could be recharged
(automatically over time or artificially by mages), others could be mere
reservoirs of magical power (cf the Eye of the World, which is a huge
"lake" of power, in Robert Jordan's first WoT installment). The point is
that associating spell code with items allow us to handle all of these
effortlessly and without special cases.
[snip]
> Again, thanks... I'm going to have to explore this idea more, but I
> think it's going to be very useful to me.
Yes, this is something I will have to expound on, too. For one thing, I've
been thinking a little on the actual syntax of the programming language...
Since this will be a language designed for players rather than coders, and
should also sort of fit into a fantasy setting, it should be quite verbose
and straightforward (in other words, it should read more like Pascal than
C). In addition, it will have to be easily parseable so that it can be
interpreted with little trouble. Oh, and you need to find a suitable
granularity which will give sufficient freedom in creating spells and
optimizing them while not introducing too much complexity.
(The SDL spell definition language I've heard of, is this a language from
an outside source or created by someone on this list?)
> |\ _,,,---,,_ Travis S. Casey <efindel@io.com>
> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
> |,4- ) )-,_..;\ ( `'-'
> '---''(_/--' `-'\_)
-- Niklas Elmqvist (d97elm@dtek.chalmers.se) ----------------------
"Nanny Ogg looked under her bed in case there was a man there.
Well, you never knew your luck."
-- Terry Pratchett, Lords and Ladies - let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft quzah [sotfhome]
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft quzah [sotfhome]
- let's call it a spellcraft Oliver Jowett
- let's call it a spellcraft J C Lawrence
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft quzah [sotfhome]
- let's call it a spellcraft Vadim Tkachenko
- spell design systems Travis Casey
- [CUSTOM] ScryMUD Source release 1.6.0 Ben Greear
- Spellchecking Richard Woolcock
- Spellchecking Travis Casey
- Spellchecking Koster, Raph
- Spellchecking Richard Woolcock
- Spellchecking T. Alexander Popiel
- META: who are we?/What are you looking for? Michael.Willey@abnamro.com
- Legend's speech system and moods Koster, Raph
- Legend's speech system and moods Raph & Kristen Koster
- Legend's speech system and moods quzah [sotfhome]
- Putting names on things(Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- ADMIN: Unsubscriptions J C Lawrence
- let's call it a spellcraft Koster, Raph
- MUD-Dev] META: What are you looking for in this list? Scatter
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- What about minimal spanning trees? was: what do we want Hans-Henrik Staerfeldt
- Summary of off-list META comments: J C Lawrence
- FYI: gamora Vadim Tkachenko
- FYI: gamora Caliban Tiresias Darklock
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. T. Alexander Popiel
- Let's talk about numbers. Caliban Tiresias Darklock
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Caliban Tiresias Darklock
- Let's talk about numbers. Adam J. Thornton
- Let's talk about numbers. Adam J. Thornton
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Brandon J. Rickman
- Metroworks JIT for Linux J C Lawrence
- numbers - was spellcraft Orion Henry
- Zelda Online Orion Henry
- FPL: Another embeddable bytecoded scripting language J C Lawrence
- Game Design Issues (Was: let's call it a spel Michael.Willey@abnamro.com
- let's call it a spellcraft Andy Cink
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Matthew R. Sheahan
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Vadim Tkachenko
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Caliban Tiresias Darklock
- Unix is a mud (Ugh, IS Diablo a mud?) Jon A. Lambert
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Kylotan
- Unix is a mud (Ugh, IS Diablo a mud?) Adam Wiggins
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Unix is a mud (Ugh, IS Diablo a mud?) Adam Wiggins
- Unix is a mud (Ugh, IS Diablo a mud?) Adam J. Thornton
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) Jon Leonard
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- After a long absense, a semi-return (and TFD) Nathan F Yospe
- After a long absense, a semi-return (and TFD) Ola Fosheim Grøstad
- After a long absense, a semi-return (and TFD) Travis Casey
- After a long absense, a semi-return (and TFD) J C Lawrence
- After a long absense, a semi-return (and TFD) Caliban Tiresias Darklock
- [MUD-Dev] apocalypse@pipeline.com
- Room descriptions Koster, Raph
- Room descriptions Caliban Tiresias Darklock
- Room descriptions Koster, Raph
- Room descriptions Marian Griffith
- Room descriptions Orion Henry
- Room descriptions Raph & Kristen Koster
- Room descriptions Hal Black
- Room descriptions apocalypse@pipeline.com
- Room descriptions Travis Casey
- Room descriptions Hal Black
- Room descriptions apocalypse@pipeline.com
- Room descriptions Hal Black
- Room descriptions Caliban Tiresias Darklock
- Room descriptions J C Lawrence
- Room descriptions apocalypse@pipeline.com
- Room descriptions Hal Black
- Room descriptions J C Lawrence
- Room descriptions Nathan F Yospe
- Room descriptions Hal Black
- Room descriptions Richard Woolcock
- Room descriptions #Make Nylander
- Room descriptions quzah [sotfhome]
- Room descriptions Richard Woolcock
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions J C Lawrence
- Room descriptions Nathan F Yospe
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions S. Patrick Gallaty
- Room descriptions Koster, Raph
- Room descriptions S. Patrick Gallaty
- Room descriptions Travis S. Casey
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions ApplePiMan@aol.com
- Room descriptions Jon A. Lambert
- Room descriptions Travis S. Casey
- Room descriptions ApplePiMan@aol.com
- Room descriptions Jon A. Lambert
- Room descriptions Adam Wiggins
- Room descriptions Nathan F Yospe
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Matt Chatterley
- Room descriptions J C Lawrence
- Room descriptions Travis Casey
- Room descriptions Chris Gray
- Room descriptions Adam J. Thornton
- Room descriptions Chris Gray
- Room descriptions Chris Gray
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- MCP/2.1 client-server message protocol... Andrew Wilson
- EC Habitats Beta Program URL... Andrew Wilson
- Autogenerated room descriptions T. Alexander Popiel
- Autogenerated room descriptions J C Lawrence
- Autogenerated room descriptions Nathan F Yospe
- Autogenerated room descriptions Richard Woolcock
- Autogenerated room descriptions S. Patrick Gallaty
- [CUSTOM] ScryMUD is opening for Beta on Oct 1! Ben Greear
- A little help Dale Hoffman
- A little help Robert Woods
- A little help Ling
- A little help Marc Bowden
- A little help Ling
- A little help Richard Woolcock
- A little help Michael.Willey@abnamro.com
- A little help Hans-Henrik Staerfeldt
- A little help T. Alexander Popiel
- A little help chris@realm.zfn.uni-bremen.de
- A little help Marc Bowden
- A little help Koster, Raph
- A little help Koster, Raph
- Mud adverts, was: ScryMUD is opening for Beta on Oct 1! Richard Woolcock
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Adam Wiggins
- Simulation (Was Room descriptions) James Wilson
- Simulation (Was Room descriptions) Hans-Henrik Staerfeldt
- Simulation (Was Room descriptions) Adam Wiggins
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- UO lawsuit (fwd) Adam Wiggins
- UO lawsuit (fwd) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Telnet Echo OFF/ON commands and other thingies.. Ben Greear
- Telnet Echo OFF/ON commands and other thingies.. Bruce Mitchener
- Telnet Echo OFF/ON commands and other thingies.. Marc Bowden
- Telnet Echo OFF/ON commands and other thingies.. Chris Gray
- Telnet Echo OFF/ON commands and other thingies.. Bruce Mitchener, Jr.
- Telnet Echo OFF/ON commands and other thingies.. Caliban Tiresias Darklock
- Telnet Echo OFF/ON commands and other thingies.. Ben Greear
- Telnet Echo OFF/ON commands and other thingies.. James Wilson
- Telnet Echo OFF/ON commands and other thingies.. Chris Gray