November 1999
- Admin: Kanga.Nu has moved again J C Lawrence
- mud history Matthew Mihaly
- Physics Ola Fosheim Grøstad
- Language Independence Article. Ben Greear
- Language Independence Article. Chris Turner
- Language Independence Article. Bruce Mitchener, Jr.
- Language Independence Article. Cynbe ru Taren
- ADMIN: Archives are back again J C Lawrence
- Hilbert Curves [was: "[DGD] Rooms with Views" and "Physics"] Christopher Allen
- Hilbert Curves [was: "[DGD] Rooms with Views" J C Lawrence
- Re Hilbert Curves Cynbe ru Taren
- Re Hilbert Curves J C Lawrence
- Hilbert Curves [was: "[DGD] Rooms with Views" and Ola Fosheim Grøstad
- Spatial datastructures and their application (Was Hilbert Curves) Ola Fosheim Grøstad
- Spatial datastructures and their application (Was Hilbert Curves) Christopher Allen
- Spatial datastructures and their application (Was Hilbert Curves) Ola Fosheim Grøstad
- Spatial datastructures and their application (Was Hilbert Curves) J C Lawrence
- Spatial datastructures and their application (Was Hilbert Curves) Miroslav Silovic
- Spatial datastructures and their application (Was Hilbert Curves) Brandon J. Rickman
- Spatial datastructures and their application (Was Hilbert Curves) Ola Fosheim Grøstad
- A simple plan for establishing a history. Aaron
- Spatial datastructures and their application (Was R e: Hilbert Curves) Lo, Kam
- Server: Momoko J C Lawrence
- META: Successor to FAQ Maintainer Lo, Kam
- ADMIN: Library goof J C Lawrence
- Scripting in java... (was Momoko) Owen
- Majik (Was Hilbert Curves) Owen
- players who "take away from the game" msew
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Holly Sommer
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Holly Sommer
- players who "take away from the game" Balthazaar/BalthMURP
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Holly Sommer
- players who "take away from the game" David Bennett
- players who "take away from the game" Ola Fosheim Grøstad
- players who "take away from the game" Miroslav Silovic
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Koster, Raph
- players who "take away from the game" Koster, Raph
- players who "take away from the game" msew
- players who "take away from the game" Sellers, Michael
- players who "take away from the game" Daniel James
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Philip Loguinov -- Draymoor
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Greg Miller
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Charles Hughes
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Charles Hughes
- players who "take away from the game" Jon A. Lambert
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Philip Loguinov -- Draymoor
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" Jon A. Lambert
- players who "take away from the game" Matthew Mihaly
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Marc Bowden
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Charles Hughes
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Charles Hughes
- players who "take away from the game" Adam Wiggins
- players who "take away from the game" Adam Wiggins
- players who "take away from the game" Miroslav Silovic
- players who "take away from the game" Adam Wiggins
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Ola Fosheim Grøstad
- players who "take away from the game" Adam Wiggins
- players who "take away from the game" Ola Fosheim Grøstad
- players who "take away from the game" Adam Wiggins
- players who "take away from the game" Holly Sommer
- players who "take away from the game" J C Lawrence
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Ola Fosheim Grøstad
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Quzah
- players who "take away from the game" Philip Loguinov -- Draymoor
- players who "take away from the game" Quzah
- players who "take away from the game" Ronan Farrell
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Jon A. Lambert
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Miroslav Silovic
- players who "take away from the game" J C Lawrence
- players who "take away from the game" Koster, Raph
- players who "take away from the game" J C Lawrence
- History of Online Gaming, part III Koster, Raph
- [Lib] ADMIN: Library goof J C Lawrence
- Oh dear (fwd) J C Lawrence
- Costikyan's new report on online gaming Koster, Raph
- Costikyan's new report on online gaming Sellers, Michael
- Costikyan's new report on online gaming Ola Fosheim Grøstad
- META: System Security (was: players who "take away from the game") J C Lawrence
- System Security (was: players who "take away from the game") Eli Stevens {Grey}
- System Security (was: players who "take away from the game") cg@ami-cg.GraySage.Edmonton.AB.CA
- System Security (was: players who "take away from the game") J C Lawrence
- System Security (was: players who "take away from the game") Bruce Mitchener, Jr.
- System Security (was: players who "take away from the game") Cynbe ru Taren
- Neverwinter Nights Koster, Raph
- Neverwinter Nights Dundee
- Neverwinter Nights S. Patrick Gallaty
- Neverwinter Nights Trent Oster
- Neverwinter Nights Lee Sheldon
- Neverwinter Nights Sean Kelly
- Neverwinter Nights Ola Fosheim Grøstad
- Neverwinter Nights Nathan F. Yospe
- Neverwinter Nights John Buehler
- Neverwinter Nights Travis Casey
- Neverwinter Nights Adam Martin
- associate producer/designer openings, and others: Maxis/EA Sellers, Michael
- MySQL as a MUD. Quzah
- MySQL as a MUD. Holly Sommer
- MySQL as a MUD. J C Lawrence
- MySQL as a MUD. J C Lawrence
- MySQL as a MUD. Ian Macintosh
- bugs (was players who "take away from the game") Sellers, Michael
- bugs (was players who "take away from the game") Holly Sommer
- bugs (was players who "take away from the game") Charles Hughes
- bugs (was players who "take away from the game") Quzah
- bugs (was players who "take away from the game" ) Sellers, Michael
- bugs (was players who "take away from the game" ) Matthew Mihaly
- bugs (was players who "take away from the game") Mik Clarke
- bugs (was players who "take away from the game") Ilya, Game Commandos
- bugs (was players who "take away from the game") Holly Sommer
- bugs (was players who "take away from the game") Balthazaar/BalthMURP
- bugs (was players who "take away from the game") Holly Sommer
- bugs (was players who "take away from the game") Balthazaar/BalthMURP
- bugs (was players who "take away from the game") Holly Sommer
- bugs (was players who "take away from the game") Adam Wiggins
- bugs (was players who "take away from the game") Jon A. Lambert
- ColdC/ColdCore Zelnar
- ColdC/ColdCore Bruce Mitchener, Jr.
- Spatial datastructures and their application (Was Hilbert Curves) Miroslav Silovic
- Spatial datastructures and their application (Was Hilbert Curves) Ola Fosheim Grøstad
- bugs (was players who "take away from the game" ) Charles Hughes
- GEL -- A New Approach to Online Interactive 3D claw@kanga.nu
- New FAQ moderator Marian Griffith
- New FAQ moderator J C Lawrence
- Mud Dev FAQ Marian Griffith
- Random numbers (was: Physics) Eli Stevens {Grey}
- code base inquiry Ilya, Game Commandos
- code base inquiry Philip Loguinov -- Draymoor
- code base inquiry Andru Luvisi
- code base inquiry Caliban Tiresias Darklock
- code base inquiry Travis S. Casey
- code base inquiry Ben Greear
- code base inquiry cg@ami-cg.GraySage.Edmonton.AB.CA
- code base inquiry Mik Clarke
- code base inquiry Adam Wiggins
- code base inquiry Matthew D. Fuller
- code base inquiry Matthew Mihaly
- code base inquiry Ben Greear
- code base inquiry Greg Miller
- code base inquiry J C Lawrence
- code base inquiry Mik Clarke
- code base inquiry Matthew Mihaly
- code base inquiry Robert Green
- code base inquiry Travis S. Casey
- code base inquiry Andru Luvisi
- code base inquiry Travis Casey
- code base inquiry Matthew D. Fuller
- code base inquiry Travis Casey
- code base inquiry Ben Greear
- code base inquiry Travis S. Casey
- code base inquiry Greg Miller
- code base inquiry Ben Greear
- code base inquiry Travis S. Casey
- code base inquiry Ilya, Game Commandos
- code base inquiry Mik Clarke
- code base inquiry Adam Wiggins
- code base inquiry J C Lawrence
- code base inquiry Lars Duening
- code base inquiry Travis S. Casey
- code base inquiry Ilya, Game Commandos
- code base inquiry cg@ami-cg.GraySage.Edmonton.AB.CA
- code base inquiry Travis Casey
- code base inquiry Lars Duening
- code base inquiry Colin Coghill
- code base inquiry Matthew Mihaly
- code base inquiry Richard Woolcock
- code base inquiry Matthew Mihaly
- code base inquiry Richard Woolcock
- code base inquiry Ben Greear
- code base inquiry Richard Woolcock
- code base inquiry Matthew Mihaly
- code base inquiry Matthew Mihaly
- code base inquiry Richard Woolcock
- code base inquiry Matthew Mihaly
On Mon, 17 Jan 2000, Richard Woolcock wrote:
> I wrote:
> I'm not just talking about charging to play - what about accepting donations
> (like Medievia or Threshold), for example? Is it so hard to believe that -
> if restrictions were removed from existing codebases - most of the successful
> muds wouldn't start offering in-game perks in exchange for monetary donations?
>
> Once a trend had been set, it wouldn't be long before the majority of muds
> would start following the example of their larger brethren. Given a year or
> two, it would come to be accepted as the "norm" - same stock situation as we
> have today, accept real-life money could be used by players as an alternative
> to skill, time and effort.
The paying playerbase is not there, I don't think. And, haven't you said
that you don't WANT to charge? Presumably there are others like you, who
would still just not accept donations.
> I know that Realms of Despair has peaked at over 650 people online at once,
> but certainly the majority of pay muds have larger playerbases than free
> ones. Personally I do not judge a mud to be either good or bad simply by
> the size of its playerbase. Obviously a commercial mud has the financial
> capacity to promote and advertise itself in ways that a free mud would be
> unlikely to.
Oh, right, definitely. I agree that numbers do not equal quality. I was
just pointing out that size is one thing commercial muds do better than
text muds.
> Would this would be the same big muds that capture the interest of people
> who don't even know that there is any such thing as free muds? Perhaps
> the same players who think that a graphical mud is like a huge Quake/Diablo
> deathmatch, except with swords and spells?
Most of the Gemstone and Dragonrealms players I've spoken to know about
free muds, and those are both large commercial muds. Further, as has been
pointed out, painfully, many times, a game like UO is much more than a
Quake/Diablo deathmatch. This pretension that graphics somehow destroy the
mudding experience is without justice I think. The future of mudding is
graphical.
> I lose track of how many people I encounter on free muds who say "Well, I
> originally started playing such-and-such pay-to-play mud, but then someone
> introduced me to these free ones..."
Well, naturally those are the people you are going to hear from. Likewise,
I mainly hear "Man, I went to check out those free ones and realized how
good I've got it here. They're all the same!" That's meaningless though,
because if they liked the free muds, they wouldn't come back, and I'd not
hear about it. Similarly, you aren't going to hear from the people who
check out free muds and go back to commercial ones.
> > Perhaps we have different standards of quality, but I, for one, really
> > like things like customer service, which free muds are laughably poor at
> > in general.
>
> "So here is a guy running a business who still feels free to act in a way
> that is potentially hurtful to his business, because he feels like it.
> It's his business. Likewise, I'm willing to do that sometimes with my
> commercial game, because, well, I can. My business, my world, no public
> shareholders to answer to".
>
> -- Matthew Mihaly, 17th Feb 2000
>
> Customer service on free muds is generally bad, but from what I've heard
> from pay-to-play players, the customer service on commercial muds is rarely
> any better.
Well, I'll give you an example of what I consider to be good customer
service. In my world, if a player is willing to pay for it, he or she can
get nearly anything that won't make him/her an unstoppable killing
machine. Elaborate houses with custom servants and bartenders, pets who I
will code to respond specially to the player's friends and enemies, and so
on. I've never seen a free mud (which doesn't mean they don't exist) where
individual players can get this kind of attention. Now, granted, that sort
of thing is not cheap, but it's like a really nice hotel. Not everyone can
afford it, but if you can, you get fantastic service. Our game is slightly
different in our charging structure from most of the commercial muds, in
that we are not pay-to-play. All paying is voluntary. Pay as little or as
much as you want (of course, rewards are commensurate with what you
pay). Naturally, the best customer service in this situation will be going
to the best customers, whereas non-customer players will get service that
is not as good (though still pretty good I'd say, as we value them due to
the fact that they make the game more entertaining for the big customers).
The flip side is that people who are playing Achaea as essentially a free
mud (ie they never become customers...we do have 1000 hour+ players who
have never paid a dime) are less valuable, and the threshhold of
punishment-worthy behavior is lower for them.
> > Right, so you run your mud with an eye towards driving away players,
> > right?
>
> Putting words in my mouth again? In answer to your question, no, I run my
> mud in the way I feel it should be run. I do not back off from players out
> of fear that they will leave the mud, nor to I try catering to their every
> need. I have my own agenda - I am trying to construct my own "dream mud" -
> and I will not change that agenda just to make a little extra pocket money.
I was being sarcastic. I doubt anyone serious enough to be on this list
runs his or her mud with an eye towards driving off players. What you are
describing is exactly what I meant with the restaurant example. I love
Achaea, and put a lot of effort into it that has little effect on the
bottom line (check out our extensive mythologies and
histories....particularly the history of the Seleucarian
Empire...http://www.achaea.com/history/history.html), and it sometimes
ticks off the players, who would prefer we spend more time doing exactly
what they want. I'd get too bored running Achaea that way, however. I have
to remain amused as well as the players. That, to me, is the great thing
about running a small commercial world. As long as you can maintain a
certain level of quality, you can make money and still have reasonable
freedom to do what you want with it (of course, this assumes that some
segment of the mudding population shares your idea of what is fun, but
that is not unlikely I would say).
> > Not arguing that, and I have no problem with quality free muds. If you
> > want to cater to an audience of 100, go for it. Power to you.
>
> Actually I am catering to an audience of 1. If anyone else wants to play,
> more power to them - they're welcome to join me.
Ok, fair enough, but I guess to me, muds are about community, with most of
the content being provided by the players. You just need to provide them
with constructive ways to provide interesting content. I know that Achaea,
for instnace, would be deathly boring with only 1 person.
> > I don't recall ever saying that all muds should be profit-making
> > ventures.
>
> True, but you did state that muds should be free from restrictions. What
> other restrictions did you have in mind?
Just because there is no restriction on profit-making doesn't mean it's
going to be a commercial venture. A couple other people have pointed this
out in this thread. There are codebases with no commercial restrictions,
and people still run free muds. To me, codebases are useful commercially
only insofar as they allow a developer to avoid the psychologically
difficult stage of having no players. You'd have to do a lot of work with
an eye towards differentiation on stock codebases to turn a profit.
> > 90% of muds demonstrate such a low level of seriousness that they would
> > just fall on their faces should they try to turn a profit.
>
> Arguing numbers gets us nowhere, as this is all a matter of opinion anyway.
> However even if only the most popular 10% of the muds on the mudconnector
> decided to start charging, that would still be over 150 muds - and there
> are probably that many muds again that haven't bothered to register with
> the mudconnector.
Yes, I was just throwing a number out there. I don't think 150 commercial
muds could turn a profit with the size of the current audience (because a
few muds grab the vast majority of the audience).
>
> [snip]
>
> > It's not as if it's possible to haveone game with all the 'cool'
> > features. To some people, a cool feature is unrestricted PK'ing. To
> > others, a cool feature is no PK'ing. These are completely incompatible
> > arrangements.
>
> Agreed - but you'll usually find a majority of players like a particularly
> combination of features. For example, you'll probably find that most
> commercial muds have PK in some form or other, because there are a lot of
> players that like killing each other. However in most cases the PK will
> be restricted or penalised in some way, because you don't want to turn away
> those players who *don't* want to PK. Graphical muds, mostly attracting
> the sort of players who are used to Diablo and Quake, would - I imagine -
> lean more towards PK than text-based muds.
Right, the big commercial muds have to cater to large segments of the
population, which leaves small segments left to be catered to by smaller
commercial muds.
> > If codebases had no commercial restrictions, nothing would stop you from
> > from running for free. If you can't attract any players in that environment,
> > then you have no business running a mud.
>
> Once again you're assuming that the goal of my mud is to attract a large
> number of players - it's not. My mud is *not* a commercial venture, I do
> not measure it's success in the form of money or number of players.
I didn't say a large number of players. I said _any_ players. Maybe I'm
off-base, but if a mud has only 1 player, it's not a mud, as the
multi-player aspect is what differentiates it from Zork. A mud needs to
have at least enough players for the multi-player aspect to come into
play. Someone described earlier a 'mud' run completely by NPCs. To me,
that's not even a mud, but a simulation.
> > My only reasoning for thinking that codebases should remove commercial
> > restrictions is that money provides the best motivator
>
> And this is the root of our disagreement. I make plenty of money from
> my real life job - creating the mud is my hobby and my escape from the
> pressures of other people. You make your money from your mud.
Right, you have a job. You can't spend 50 hours a week and employ other
people to work 50 hours a week on your mud. Chances are, if you were
independently wealthy, you'd still not spend 50 hours a week working on
your mud. I don't know what you do, but if you were independently wealthy,
do you really think you'd work as hard, as regularly, and as steadily at
your job as you do now?
--matt - code base inquiry Richard Woolcock
- code base inquiry Matthew Mihaly
- code base inquiry MichelleThompson
- code base inquiry Dundee
- code base inquiry Matthew Mihaly
- code base inquiry Kristen L. Koster
- code base inquiry Matthew Mihaly
- code base inquiry J C Lawrence
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- code base inquiry Bryce Harrington
- code base inquiry Matthew Mihaly
- code base inquiry Bryce Harrington
- code base inquiry adam@treyarch.com
- code base inquiry Bruce
- code base inquiry Matthew Mihaly
- code base inquiry Miroslav Silovic
- code base inquiry Caliban Tiresias Darklock
- code base inquiry Matthew Mihaly
- code base inquiry David Bennett
- code base inquiry Sellers, Michael
- code base inquiry Caliban Tiresias Darklock
- code base inquiry David Bennett
- code base inquiry Matthew Mihaly
- code base inquiry MichelleThompson
- code base inquiry David Bennett
- code base inquiry J C Lawrence
- code base inquiry Matthew Mihaly
- code base inquiry Ola Fosheim Grøstad
- code base inquiry Matthew Mihaly
- code base inquiry David Bennett
- code base inquiry Matthew Mihaly
- code base inquiry Ola Fosheim Grøstad
- code base inquiry Ilya, Game Commandos
- code base inquiry Colin Coghill
- code base inquiry Greg Miller
- code base inquiry Caliban Tiresias Darklock
- code base inquiry Greg Miller
- code base inquiry Matthew Mihaly
- code base inquiry Matthew Mihaly
- code base inquiry Miroslav Silovic
- code base inquiry Joey Hess
- code base inquiry Bruce Mitchener, Jr.
- code base inquiry Matthew Mihaly
- code base inquiry Mik Clarke
- code base inquiry Mik Clarke
- code base inquiry Andru Luvisi
- code base inquiry Andru Luvisi
- code base inquiry J C Lawrence
- code base inquiry J C Lawrence
- code base inquiry Ian Macintosh
- code base inquiry cg@ami-cg.GraySage.Edmonton.AB.CA
- code base inquiry Greg Miller
- code base inquiry Ilya, Game Commandos
- code base inquiry Adam Wiggins
- code base inquiry jerry@cc588591-b.twsn1.md.home.com
- code base inquiry Jeremy Noetzelman
- code base inquiry Greg Miller
- code base inquiry Matthew Mihaly
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- MudWords.com J C Lawrence
- Library news J C Lawrence
- Languages for MUD drivers Laurent Bossavit
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- Languages for MUD drivers bruce@puremagic.com
- Languages for MUD drivers Cynbe ru Taren
- Languages for MUD drivers Laurent Bossavit
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- Languages for MUD drivers J C Lawrence
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- Languages for MUD drivers Ian Macintosh
- Languages for MUD drivers Greg Miller
- Languages for MUD drivers Cynbe ru Taren
- Languages for MUD drivers J C Lawrence
- Languages for MUD drivers Jo Dillon
- Languages for MUD drivers J C Lawrence
- Languages for MUD drivers Greg Miller
- Languages for MUD drivers J C Lawrence
- Languages for MUD drivers Laurent Bossavit
- Languages for MUD drivers Cynbe ru Taren
- Languages for MUD drivers J C Lawrence
- Languages for MUD drivers Laurent Bossavit
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- Languages for MUD drivers Cynbe ru Taren
- Languages for MUD drivers Greg Miller
- Languages for MUD drivers J C Lawrence
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- Mud hosting services Dundee
- Mud hosting services AR Schleicher
- Mud hosting services Dundee
- Mud hosting services AR Schleicher
- Mud hosting services Greg Miller
- Mud hosting services Dundee
- Mud hosting services Mik Clarke
- Mud hosting services J C Lawrence
- Mud hosting services Mik Clarke
- Mud hosting services Ian Macintosh
- Mud hosting services J C Lawrence
- Mud hosting services gunderwood@donet.com
- Matrix Laurent Bossavit
- Sony's EverQuest Admits Using Diku Locke
- Sony's EverQuest Admits Using Diku Koster, Raph
- Sony's EverQuest Admits Using Diku Greg Miller
- Sony's EverQuest Admits Using Diku rnicoll@respc-jrn.res.st-andrews.ac.uk
- Sony's EverQuest Admits Using Diku Wendy Winkler
- Sony's EverQuest Admits Using Diku Hans-Henrik Staerfeldt
- Sony's EverQuest Admits Using Diku Ola Fosheim Grøstad
- Admins as Mortals Philip Loguinov -- Draymoor
- Admins as Mortals Holly Sommer
- Admins as Mortals Travis S. Casey
- Admins as Mortals Philip Loguinov -- Draymoor
- Admins as Mortals Sellers, Michael
- Admins as Mortals PartyG2816@aol.com
- Admins as Mortals Mik Clarke
- Admins as Mortals Philip Loguinov -- Draymoor
- Admins as Mortals J C Lawrence
- Admins as Mortals Travis S. Casey
- Admins as Mortals Koster, Raph
- Random numbers (was: Physics) J C Lawrence
- Urban Desire claw@kanga.nu
- Depth of realism Joe Kingry
- Depth of realism Ilya, Game Commandos
- Depth of realism Koster, Raph
- Depth of realism Mik Clarke
- Depth of realism Matthew Mihaly
- Depth of realism Marian Griffith
- Depth of realism Travis S. Casey
- Depth of realism Jo Dillon
- Depth of realism Marian Griffith
- Depth of realism Matthew Mihaly
- Depth of realism Wendy Winkler
- Depth of realism Travis Casey
- Depth of realism J C Lawrence
- Depth of realism J C Lawrence
- Depth of realism J C Lawrence
- Depth of realism Travis S. Casey
- Depth of realism J C Lawrence
- Depth of realism Jon A. Lambert
- Depth of realism Marian Griffith
- Depth of realism Jeremy Music
- Player statistics calculation (Was: code base inquiry) Petri Virkkula
- Player statistics calculation (Was: code base inquiry) Matthew Mihaly
- Player statistics calculation (Was: code base inquiry) Marc Bowden
- Player statistics calculation (Was: code base inquiry) David Bennett
- Player statistics calculation (Was: code base inquiry) Adam Wiggins
- Player statistics calculation (Was: code base inquiry) David Bennett
- Player statistics calculation (Was: code base inquiry) Adam Wiggins
- Admin: Attribute your quotes J C Lawrence
- Muq V -1.46.0 release (fwd) J C Lawrence
- Languages for MUD drivers Petri Virkkula
- MUD client resources (was: Mud hosting services) Bruce Mitchener, Jr.
- MUD client resources (was: Mud hosting services) Greg Miller
- Distribution schemes (was Languages for MUD drivers) Ian Macintosh
- Distribution schemes (was Languages for MUD drivers) Bruce Mitchener, Jr.
- Distribution schemes (was Languages for MUD drivers) Mik Clarke
- Distribution schemes (was Languages for MUD drivers) Bruce Mitchener, Jr.
- Distribution schemes (was Languages for MUD dri vers) Koster, Raph
- about MOO Ilya, Game Commandos
- (no subject) Michael Seifert
- (no subject) Ola Fosheim Grøstad
- (no subject) Mike Sellers
- (no subject) Ola Fosheim Grøstad
- (no subject) JC Lawrence
- (no subject) Ola Fosheim Grøstad
- (no subject) JC Lawrence
- (no subject) JC Lawrence
- (no subject) Marian Griffith
- (no subject) Ola Fosheim Grøstad
- (no subject) Chris Gray
- (no subject) Jon A. Lambert
- (no subject) Chris Gray
- (no subject) Ola Fosheim Grøstad
- (no subject) Alex Oren
- (no subject) Ilya, Game Commandos
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- (no subject) Marian Griffith
- (no subject) Mik Clarke
- (no subject) J C Lawrence
- (no subject) The Eternal City
- (no subject) Travis Casey
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- (no subject) John Buehler
- (no subject) Bruce
- (no subject) John Buehler
- (no subject) Ben Chambers
- (no subject) Dale Garnier-Wells
- (no subject) shren
- (no subject) Matt Mihaly
- (no subject) Travis Nixon
- Player statistics calculation B. Schulte
- Player statistics calculation Marc Bowden
- Player statistics calculation Adam Wiggins
- Admins as Mortals twist Ryan P.
- Admins as Mortals twist Darren Henderson
- Admins as Mortals twist Matthew Mihaly
- Admins as Mortals twist Darren Henderson
- Admins as Mortals twist Matthew Mihaly
- Admins as Mortals twist Dundee
- Admins as Mortals twist Matthew Mihaly
- Admins as Mortals twist AR Schleicher
- Admins as Mortals twist Jeremy Music
- Admins as Mortals twist J C Lawrence
- Admins as Mortals twist Koster, Raph
- Admins as Mortals twist Sellers, Michael
- Admins as Mortals twist Koster, Raph
- Admins as Mortals twist J C Lawrence
- Admins as Mortals twist Chris Jones
- Admins as Mortals twist msew
- Admins as Mortals twist Matthew Mihaly
- Admins as Mortals twist Greg Miller
- Admins as Mortals twist Philip Loguinov -- Draymoor
- Admins as Mortals twist Marian Griffith
- Admins as Mortals twist Greg Miller
- Admins as Mortals twist Matthew Mihaly
- Admins as Mortals twist J C Lawrence
- Admins as Mortals twist Koster, Raph
- Admins as Mortals twist J C Lawrence
- Distribution schemes (was Languages for MUD drivers) Ian Macintosh
- Distribution schemes (was Languages for MUD drivers) Ian Macintosh
- Public Domain Client Ian Macintosh
- Public Domain Client Mik Clarke
- Public Domain Client Jeremy Music
- Public Domain Client Andrew Wilson
- Public Domain Client Mik Clarke
- Public Domain Client Bruce Mitchener, Jr.
- Public Domain Client Mik Clarke
- Public Domain Client Bruce Mitchener, Jr.
- Public Domain Client Andrew Wilson
- Public Domain Client Laurent Bossavit
- Public Domain Client J C Lawrence
- Public Domain Client J C Lawrence
- Public Domain Client J C Lawrence
- MUD-Dev request rejected Greg Miller
- MUD-Dev request rejected J C Lawrence
- Re[4]: (no subject) Travis Casey
- Re[4]: (no subject) Koster, Raph
- Re[5]: (no subject) Travis Casey
- FAQ for gm-types? Dundee
- FAQ for gm-types? Charles Hughes
- FAQ for gm-types? Mik Clarke
- FAQ for gm-types? Christopher Allen
- FAQ for gm-types? J C Lawrence
- Re[6]: (no subject) Travis Casey
- FW: Re[6]: (no subject) Koster, Raph
- Re[5]: (no subject) Koster, Raph
- Re[5]: (no subject) Travis S. Casey
- Interesting links Bruce Mitchener, Jr.
- CODE RELEASE: (client) SMM++ J C Lawrence
- authority and human nature Matthew Mihaly
- authority and human nature Koster, Raph
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Mik Clarke
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Sellers, Michael
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Sellers, Michael
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Sellers, Michael
- Fair/Unfair? Scenarios (fwd) Mik Clarke
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Dan Shiovitz
- Fair/Unfair? Scenarios (fwd) Joe Andrieu
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Adam Wiggins
- Fair/Unfair? Scenarios (fwd) Marian Griffith
- Fair/Unfair? Scenarios (fwd) Travis S. Casey
- Fair/Unfair? Scenarios (fwd) Eli Stevens {Grey}
- Fair/Unfair? Scenarios (fwd) Douglas Couch
- Fair/Unfair? Scenarios (fwd) Dundee
- Fair/Unfair? Scenarios (fwd) Chris Turner
- Fair/Unfair? Scenarios (fwd) David Bennett
- Fair/Unfair? Scenarios (fwd) Scatter
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Scatter
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Scatter
- Fair/Unfair? Scenarios (fwd) Quzah
- Fair/Unfair? Scenarios (fwd) Scatter
- Fair/Unfair? Scenarios (fwd) Quzah
- Fair/Unfair? Scenarios (fwd) Scatter
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- Fair/Unfair? Scenarios (fwd) Adam Wiggins
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Richard Ross
- Fair/Unfair? Scenarios (fwd) Mik Clarke
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Dundee
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Raph & Kristen Koster
- Fair/Unfair? Scenarios (fwd) Dundee
- Fair/Unfair? Scenarios (fwd) Mik Clarke
- Fair/Unfair? Scenarios (fwd) Holly Sommer
- Fair/Unfair? Scenarios (fwd) Marian Griffith
- Fair/Unfair? Scenarios (fwd) Lucas Moten {Krozy}
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Mik Clarke
- Fair/Unfair? Scenarios (fwd) Matthew Mihaly
- Fair/Unfair? Scenarios (fwd) Greg Miller
- Fair/Unfair? Scenarios (fwd) J C Lawrence
- volunteerism on muds (fwd) J C Lawrence
- (fwd) Artificial Language for MUD programmers claw@kanga.nu
- The grass is always greener in the other field claw@kanga.nu
- The grass is always greener in the other field Jon A. Lambert
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Dundee
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Greg Miller
- The grass is always greener in the other field Ilya, Game Commandos
- The grass is always greener in the other field Adam Wiggins
- The grass is always greener in the other field Sellers, Michael
- The grass is always greener in the other field Adam Wiggins
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Sellers, Michael
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Travis Casey
- The grass is always greener in the other field Ola Fosheim Grøstad
- The grass is always greener in the other field Koster, Raph
- The grass is always greener in the other field Bruce Mitchener, Jr.
- The grass is always greener in the other field Cynbe ru Taren
- The grass is always greener in the other field Koster, Raph
- The grass is always greener in the other field cg@ami-cg.GraySage.Edmonton.AB.CA
- The grass is always greener in the other field Koster, Raph
- The grass is always greener in the other field Ola Fosheim Grøstad
- The grass is always greener in the other field Bruce Mitchener, Jr.
- The grass is always greener in the other field Charles Hughes
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field Cynbe ru Taren
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field Ilya, Game Commandos
- The grass is always greener in the other field cg@ami-cg.GraySage.Edmonton.AB.CA
- The grass is always greener in the other field Scatter
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field Raph & Kristen Koster
- The grass is always greener in the other field Timothy Dang
- The grass is always greener in the other field maddog@best.com
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Petri Virkkula
- The grass is always greener in the other field Matthew Mihaly
- The grass is always greener in the other field Ian Macintosh
- The grass is always greener in the other field Koster, Raph
- The grass is always greener in the other field Adam Wiggins
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Travis Casey
- The grass is always greener in the other field Adam Wiggins
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field J C Lawrence
- The grass is always greener in the other field Raph & Kristen Koster
- The grass is always greener in the other field Joe Andrieu
- Re[4]: (no subject) Travis Casey
- Re[4]: (no subject) claw@kanga.nu
- Re[6]: (no subject) Travis Casey