April 2000
- [Open_Gaming_Moderated] Simplified License for Comment and Critique (fwd) J C Lawrence
- An introduction Brian Green
- An idea for breaking away from the HP/Mana mindset Eli Stevens
- An idea for breaking away from the HP/Mana mindset Ryan P.
- An idea for breaking away from the HP/Mana mindset Erik Jarvi
- An idea for breaking away from the HP/Mana mindset Eli Stevens
- An idea for breaking away from the HP/Mana mindset Travis Casey
- An idea for breaking away from the HP/Mana mindset Jeremy Hovance
- An idea for breaking away from the HP/Mana mindset adam@treyarch.com
- Old Topic: Playfulness in 3-D Spaces, done. Rudy Fink
- META: Topic List - 1999 Jon A. Lambert
- Fw: 16K mud server competition ! Jon A. Lambert
- Fw: 16K mud server competition ! cg@ami-cg.GraySage.Edmonton.AB.CA
- Fw: 16K mud server competition ! Cynbe ru Taren
- Fw: 16K mud server competition ! Miroslav Silovic
- Fw: 16K mud server competition ! Jay Carlson
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Derek Snider
- Fw: 16K mud server competition ! Holly Sommer
- Fw: 16K mud server competition ! Nick Shaffner
- Fw: 16K mud server competition ! Travis S. Casey
- Fw: 16K mud server competition ! Quzah
- Fw: 16K mud server competition ! Todd McKimmey
- Fw: 16K mud server competition ! Spin
- Fw: 16K mud server competition ! Richard Woolcock
- Fw: 16K mud server competition ! Hans-Henrik Staerfeldt
- Fw: 16K mud server competition ! Miroslav Silovic
- Fw: 16K mud server competition ! Jon A. Lambert
- Fw: 16K mud server competition ! Jon Leonard
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Powell, Warren
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Jon Lambert
- Fw: 16K mud server competition ! Travis Casey
- Fw: DESIGN: XML? Jon A. Lambert
- PK / anti PK / justice? J. Coleman
- Neverwinter Nights Jeff Freeman
- J (was: 16K mud server competition !) Cynbe ru Taren
- J (was: 16K mud server competition !) Miroslav Silovic
- J (was: 16K mud server competition !) Ola Fosheim Grøstad
- Morality and Values Based Role Play in MMORPGs. Paul Schwanz - Enterprise Services
- MUD-Dev request rejected (fwd) Matthew Mihaly
- MUD-Dev request rejected (fwd) adam@treyarch.com
- MUD-Dev request rejected (fwd) Jeff Freeman
- Orthogonality and invariants Miroslav Silovic
- Orthogonality and invariants cg@ami-cg.GraySage.Edmonton.AB.CA
- Uptime numbers (was Orthogonality and invariants) Jay Carlson
- Schmuse J C Lawrence
- Article on WoC's 'Open Sourcing' D&D in Salon Christopher Allen
- Multilevel server concept Draymoor
- Multilevel server concept Tochiro
- Multilevel server concept Emil Eifrem
- Multilevel server concept Kristen L. Koster
- Multilevel server concept Brian Green
- Multilevel server concept Hans-Henrik Staerfeldt
- Polls at Kanga.Nu claw@kanga.nu
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) David Bennett
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Matthew Mihaly
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) J C Lawrence
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Jon Lambert
- dealing with foul language Matthew Mihaly
- dealing with foul language Wes Connell
- dealing with foul language Kristen L. Koster
- dealing with foul language Wes Connell
- dealing with foul language Kristen L. Koster
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Kristen L. Koster
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Kristen L. Koster
- dealing with foul language Paul Schwanz - Enterprise Services
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Koster, Raph
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Matthew Mihaly
- dealing with foul language Kristen L. Koster
- dealing with foul language Zak Jarvis
- dealing with foul language Darren Henderson
- dealing with foul language Kristen L. Koster
- dealing with foul language AR Schleicher
- dealing with foul language adam@treyarch.com
- Article on Proxes Christopher Allen
- Article on Proxes adam@treyarch.com
- Simulating Ancient Greece WAS: Same-Sex Marriage Zak Jarvis
- Simulating Ancient Greece WAS: Same-Sex Marriage Jon Lambert
- Simulating Ancient Greece WAS: Same-Sex Marriage Matthew Mihaly
- A little essay on economic efficiency Timothy Dang
- Same-Sex Marriage John Hopson
- Same-Sex Marriage Ananda Dawnsinger
- Historical perspective (was: dealing with foul language) Brian Green
- Historical perspective (was: dealing with foul language) Zak Jarvis
- Historical perspective (was: dealing with foul lang uage) Koster, Raph
- Historical perspective (was: dealing with foul language) Brian Green
- Historical perspective (was: dealing with foul language) Joe Andrieu
- Historical perspective (was: dealing with foul language) Matthew Mihaly
- Historical perspective (was: dealing with foul language) Joe Andrieu
- Historical perspective (was: dealing with foul language) adam@treyarch.com
- Historical perspective (was: dealing with foul language) Paul Schwanz - Enterprise Services
- Historical perspective (was: dealing with foul language) Ola Fosheim Grøstad
- Historical perspective (was: dealing with foul language) J C Lawrence
- Player controller justice systems David Bennett
- Player controller justice systems Koster, Raph
- Player controller justice systems J C Lawrence
- Player controller justice systems Erik Jarvi
- Player controller justice systems Travis Nixon
- Player controller justice systems Erik Jarvi
- Player controller justice systems Timothy Dang
- Player controller justice systems Draymoor
- Player controller justice systems Erik Jarvi
- Player controller justice systems Phillip Lenhardt
- Player controller justice systems Erik Jarvi
- Family, was characters per account Daniel James
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Phillip Lenhardt
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Shawn Halpenny
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Jeff Freeman
- Family, was characters per account Raph Koster
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Jeff Freeman
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Raph Koster
- Family, was characters per account J C Lawrence
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Raph Koster
- Family, was characters per account Paul Schwanz - Enterprise Services
- Gender Restrictions was Same-Sex Marriage Jon Lambert
- Gender Restrictions was Same-Sex Marriage Nathan F Yospe
- Gender Restrictions was Same-Sex Marriage Jon Lambert
- Family, was characters per account J C Lawrence
- Family, was characters per account Phillip Lenhardt
- Family, was characters per account Kevin Scott London
- Family, was characters per account Jeff Freeman
- Family, was characters per account Paul Schwanz - Enterprise Services
- Sony to ban sale of online characters from its popular gaming sites F. Randall Farmer
- Sony to ban sale of online characters from its popular gaming sites maddog@best.com
- Sony to ban sale of online characters from its popular gamingsites Zak Jarvis
- Sony to ban sale of online characters from its popular gaming sites Ryan Palacio
- Sony to ban sale of online characters from its popu lar gaming sites Sellers, Michael
- Sony to ban sale of online characters from its popular gaming sites maddog@best.com
- Sony to ban sale of online characters from its popular gaming sites Wes Connell
- Sony to ban sale of online characters from its popular gaming sites Ryan Palacio
- Sony to ban sale of online characters from its popular gaming sites Travis Nixon
- [Meta] other activities Par Winzell
- [Meta] other activities Dominic J. Eidson
- [Meta] other activities Jeff Freeman
- History, background and religion Pileborg Joachim - FMT
- History, background and religion Kevin Scott London
- History, background and religion Matthew Mihaly
- History, background and religion Sanvean
- History, background and religion Sharon Mock
- History, background and religion Richard Ross
- History, background and religion Lovecraft
- DGD Description Christopher Allen
- [Meta] other activities Jeff Freeman
- [Meta] other activities Raph Koster
- [Meta] other activities Todd McKimmey
- [Meta] other activities Matthew Mihaly
- [Meta] other activities Wes Connell
- Personal Interest vs. Marketing Decision WAS dealing with foul language Zak Jarvis
- Threads on Meta that should be on MUD-Dev J C Lawrence
- [Meta] Threads on Meta that should be on MUD-Dev J C Lawrence
- Sony to ban sale ... point of view of an eq veteran S. Patrick Gallaty
- Sony to ban sale ... point of view of an eq veteran John Bertoglio
- Sony to ban sale ... point of view of an eq veteran S. Patrick Gallaty
- Family, was characters per account Chris Lloyd
- [LONG] A slightly different perspective on Real money in Virtual worlds. Zak Jarvis
- banning the sale of items Matthew Mihaly
- banning the sale of items Frank Crowell
- banning the sale of items Geoffrey A. MacDougall
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Jeff Freeman
- banning the sale of items Jeff Freeman
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Ryan Palacio
- banning the sale of items Tess Lowe
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Ryan Palacio
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Matthew Mihaly
- banning the sale of items Raph Koster
- banning the sale of items Ryan Palacio
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Schubert, Damion
- banning the sale of items Matthew Mihaly
- banning the sale of items Ananda Dawnsinger
- banning the sale of items Matthew Mihaly
- banning the sale of items Wes Connell
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items Zak Jarvis
- banning the sale of items Matthew Mihaly
- banning the sale of items Zak Jarvis
- banning the sale of items J. Coleman
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Tess Lowe
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Christopher Allen
- banning the sale of items Ryan Palacio
- banning the sale of items Kristen L. Koster
- banning the sale of items Christopher Allen
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items J C Lawrence
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items adam@treyarch.com
- banning the sale of items Kevin Littlejohn
- banning the sale of items Raph Koster
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Kian Wilcox
- banning the sale of items Timothy Dang
- Institutionalizing human behavior (was banning the sale of items) Sellers, Michael
- Institutionalizing human behavior (was banning the sale of items) Ola Fosheim Grøstad
- Sony to ban sale ... point of view of an eq veteran Brian Green
- Sony to ban sale ... point of view of an eq veteran John Bertoglio
- Sony to ban sale ... point of view of an eq veteran Wes Connell
- Sony to ban sale ... point of view of an eq veteran J C Lawrence
- Sony to ban sale ... point of view of an eq veteran Jeff Freeman
- [Meta] Of general interest maybe Jeff Freeman
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Raph Koster
- Spawning and quests (was Sony ban) Matthew Mihaly
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Jeff Freeman
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Jeff Freeman
- Spawning and quests (was Sony ban) Geoffrey Z.
- Spawning and quests (was Sony ban) Schubert, Damion
- Spawning and quests (was Sony ban) J C Lawrence
- Spawning and quests (was Sony ban) Nathan F Yospe
- Spawning and quests (was Sony ban) F. Randall Farmer
- Spawning and quests (was Sony ban) Travis Casey
- Spawning and quests (was Sony ban) Lee Sheldon
- Spawning and quests (was Sony ban) Wes Connell
- DDoS Ola Fosheim Grøstad
- /. Article about EQ sales ban Nathan F Yospe
- /. Article about EQ sales ban Raph Koster
- MudDev FAQ part 2 Marian Griffith
- MudDev FAQ part 2 Ananda Dawnsinger
- MudDev FAQ part 2 Raph Koster
- MudDev FAQ part 2 Dr Richard A. Bartle
- Family, was characters per account Raph Koster
- Institutionalizing human behavior (was banning the sale of items) Xavier Plagnal
- meets Matthew Mihaly
- Quoting. J C Lawrence
- Amy Jo Kim's "Community Building on the Web" Raph Koster
- Amy Jo Kim's "Community Building on the Web" Richard Woolcock
- Amy Jo Kim's "Community Building on the Web" F. Randall Farmer
- Amy Jo Kim's "Community Building on the Web" Sellers, Michael
- Institutionalizing human behavior Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Christopher Allen
- Declaration of the Rights of Avatars Erik Jarvi
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars John Bertoglio
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Jon Lambert
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Paul Schwanz - Enterprise Services
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Paul Schwanz - Enterprise Services
- Declaration of the Rights of Avatars Jon Lambert
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Travis Casey
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Eli Stevens
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Travis Casey
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Travis S. Casey
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Travis S. Casey
- Declaration of the Rights of Avatars Par Winzell
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Christopher Allen
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Par Winzell
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Phillip Lenhardt
- Declaration of the Rights of Avatars Raph Koster
- Spawning and quests Spin
- Spawning and quests Chris Lloyd
- Spawning and quests adam@treyarch.com
- (no subject) J C Lawrence
- E3 and potential meet? Ryan Palacio
- E3 and potential meet? J C Lawrence
- Scott Guzman on RGM.Admin J C Lawrence
- Quote from a Simutronics developer Raph Koster
- Quote from a Simutronics developer Ananda Dawnsinger
- Quote from a Simutronics developer Erik Jarvi
- Quote from a Simutronics developer Ryan Palacio
- Quote from a Simutronics developer Erik Jarvi
- Quote from a Simutronics developer Dmitri Zagidulin
- Quote from a Simutronics developer Phillip Lenhardt
- Quote from a Simutronics developer Raph Koster
- Quote from a Simutronics developer Ananda Dawnsinger
- Quests - allocative efficiency Lovecraft
- Common Law [was: Declaration of the Rights of Avatars] Christopher Allen
- Common Law [was: Declaration of the Rights of Avatars] Christopher Allen
- AI, Bots, Scripting. Veygoth
- AI, Bots, Scripting. David Bennett
- Quests Raph Koster
- Alignment Richard Ross
- ADMIN: Digest size J C Lawrence
- Circular Alignment [was: Alignment] Christopher Allen
- Value of Characters [was: Quote from a Simutronics developer] Christopher Allen
- MUD-Dev request rejected Schubert, Damion
- MUD-Dev request rejected John Szeder
- Skotos Proximity System - a Technical Summary (LONG) Christopher Allen
- Skotos Proximity System - a Technical Summary (LONG) Erik Jarvi
- Skotos Proximity System - a Technical Summary (LONG) Christopher Allen
- Skotos Proximity System - a Technical Summary (LONG) Ola Fosheim Grøstad
- The scalability of paying for in-game things Matthew Mihaly
- The scalability of paying for in-game things Brian Green
- The scalability of paying for in-game things Matthew Mihaly
- The scalability of paying for in-game things Brian Green
- The scalability of paying for in-game things Par Winzell
- ALife? was [Personal Interest vs. Marketing Decision WAS RE:...] Greg Underwood
- incremental revenue discussion Matthew Mihaly
- new list Kevin Littlejohn
- Justifying twinking Raph Koster
- Justifying twinking adam@treyarch.com
- Justifying twinking Raph Koster
- Justifying twinking adam@treyarch.com
- Justifying twinking Ryan Palacio
- Justifying twinking F. Randall Farmer
- Justifying twinking Ryan Palacio
- Justifying twinking Raph Koster
- Justifying twinking Raph Koster
- Justifying twinking Todd McKimmey
- Justifying twinking Hess, Ian W {Ian}
- Justifying twinking Jeff Freeman
- Justifying twinking Schubert, Damion
- Justifying twinking Lee Sheldon
- Justifying twinking adam@treyarch.com
- Justifying twinking Lee Sheldon
- Justifying twinking Travis S. Casey
- Justifying twinking John Bertoglio
- Justifying twinking Travis Nixon
- Justifying twinking Lee Sheldon
- Justifying twinking Travis S. Casey
- Justifying twinking Caliban Tiresias Darklock
- Justifying twinking Christopher Allen
- Justifying twinking J C Lawrence
- Justifying twinking adam@treyarch.com
- Justifying twinking Christopher Allen
- Justifying twinking Travis Casey
- Justifying twinking Lee Sheldon
- Justifying twinking Sellers, Michael
- Justifying twinking Mud Imp
- Justifying twinking Brian Green
- Justifying twinking John Bertoglio
- Justifying twinking Ananda Dawnsinger
- Justifying twinking Christopher Allen
- Justifying twinking Travis Casey
- Justifying twinking Timothy Dang
- Justifying twinking jolson@micron.net
- Justifying twinking Travis Nixon
- Justifying twinking John Bertoglio
- Justifying twinking jolson@micron.net
- Justifying twinking Raph Koster
- Justifying twinking Christopher Allen
- Justifying twinking Schubert, Damion
- Justifying twinking adam@treyarch.com
- Justifying twinking Christopher Allen
- Justifying twinking adam@treyarch.com
- Justifying twinking Geoffrey Z.
- Justifying twinking Justin Lockshaw
- Justifying twinking Raph Koster
- Justifying twinking S. Patrick Gallaty
- Justifying twinking Frank Crowell
- Justifying twinking Lee Sheldon
- Justifying twinking Lee Sheldon
- Game Law Example (fwd) J C Lawrence
- Game Law Example (fwd) Travis S. Casey
- Fun and Learning in games Draymoor
- Fun and Learning in games Schubert, Damion
- Fun and Learning in games adam@treyarch.com
- Re PRIVATE Justifying twinking Kristen L. Koster
- Re PRIVATE Justifying twinking Josh Olson
- Database back ends dwacks@saleslogix.com
- Database back ends Greg Underwood
- Database back ends Quiet
- Database back ends Kevin Littlejohn
- defeating twinking through game mechanics S. Patrick Gallaty
- defeating twinking through game mechanics jolson@micron.net
- defeating twinking through game mechanics adam@treyarch.com
- defeating twinking through game mechanics S. Patrick Gallaty
- defeating twinking through game mechanics Erik Jarvi
- defeating twinking through game mechanics Travis S. Casey
- defeating twinking through game mechanics Paul Schwanz - Enterprise Services
- defeating twinking through game mechanics Travis Casey
- defeating twinking through game mechanics Paul Schwanz - Enterprise Services
- defeating twinking through game mechanics J C Lawrence
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" F. Randall Farmer
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Christopher Allen
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Brian Green
- Simpson's "In-Game Economics of UO" adam@treyarch.com
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Ananda Dawnsinger
- Simpson's "In-Game Economics of UO" Charles Hughes
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Sellers, Michael
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Charles Hughes
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Caliban Tiresias Darklock
- Simpson's "In-Game Economics of UO" adam@treyarch.com
- Simpson's "In-Game Economics of UO" stoddart@slip.net
- Simpson's "In-Game Economics of UO" Eli Stevens
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" PLAGNAL XAVIER
- Massive Connections Christopher Kohnert
- Massive Connections Kevin Scott London
- Massive Connections Christopher Kohnert
- MUD-Dev request rejected Jeff Freeman
- interesting article on world size and finance Fred Clift
- interesting article on world size and finance J C Lawrence
- interesting article on world size and finance John Bertoglio
- [Mud-Dev]: Sushi Mud Todd McKimmey
- [Mud-Dev]: Sushi Mud guru@thebay.plus.com
- LA Times article: Virtual Loot for Real Cash Ryan Palacio
- LA Times article: Virtual Loot for Real Cash J C Lawrence
- Alignment (very long) Paul Schwanz - Enterprise Services
- Alignment (very long) Christopher Allen
- Alignment (very long) Paul Schwanz - Enterprise Services
- Alignment (very long) Kevin Littlejohn
- Alignment (very long) Travis Casey
- Alignment (very long) Paul Schwanz - Enterprise Services
- Character persistance, was Family, was characters per account JC
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--- Paul Schwanz - Enterprise Services <Paul.Schwanz@east.sun.com> wrote:
>
> Daniel wrote:
> >p.s. I actually like the idea (or rather 'Mark Wells' idea,
> >ahem) of character persistence. I'd really like to build
> >it into a future game. Heavens, though, not for realism's
> >sake (I vaguely recall this being his principal motivation),
> >but rather that it increases attachment to the world and
> >opens up some interesting gameplay avenues. And yes, you
> >would need some sophisticated AI/scripting to make it work,
> >making it a pretty scary implementation proposition.
> As to interesting gameplay avenues opened, imagine trying to
> play out Tolkien's masterpiece without character persistence.
> The bearer of the ring would _have_ to be an NPC, since a PC
> could wink out of existence at the drop of a hat. What then
> happens to the ring? Does it just drop to the ground to be
> picked up by whomever is nearby? And what of the fellowship?
> Now Aragorn is here...now he is not. Poor Frodo will never
> know whom he can trust to be there to defend him against the
> black riders...or black rider...or no riders...where'd the
> rider's go? Hehe.
Character persistance does not require the same player's persistance. This kind
of persistance is an issue of priorities. Persistance of this sort seems to be
more important on the MUSHes that I frequent than the MUDs I've sampled in the
past.
This is somewhat due to what MUSHes have to engage the players, which is, other
players, since many MUSHes are tabletop/pen-and-pencil RPGs converted to an
online form and usually lack items like coded puzzles, mobiles, and experience
gains through combat.
The traditional concept for characters required a registration and approval
process. Players were expected to put together a detailed and coherent
character which would be examined and placed within a group because of some
hook in the character's stats or background.
The popular shift in newer MUSHes (particularly WoD) is Open Character
Generation, where a player can make any number of starting level characters,
completely crafted by them to their own specifications.
The first Open CharGen - Dark Metal - was a reaction to an earlier, more
traditional MUSH that had failed, an experiment to see what would happen with
the opposite rules. Or in the words of "Emily Treason", one of the founders:
"In the beginning, there was Masquerade, and the god of Masquerade decided for
reasons I won't get into to close the mush. And the ex-building wizard of MasqI
did go unto Thor, the ex-site admin and did say unto him, "Hey, we got a mush
concept, you got a site?" And Thor did say, "Yea, verily," and thus was
Amarynth born. And it was to be what all the players claimed they wanted --
quality-centered, backgrounds-checked, all characters approved, and so forth
and so on.
And after a few months, the staff did look around and say, "Those bloody little
buggers lied -- they don't want staff to dictate quality. They don't want
control."
After starting at USD in the Academic Computing department graduate lab in
spring of 1994, DM moved the next year (after the university administration
opted to take a momentarily dim view of mushes) to Fiend in North Carolina, and
then in late 1996 to Anubis in Boston.
The mush remains in a state of flux and tinkering, the better to provide a
quality role-playing cyberpunk-cross-gothic punk venue for the players. After a
general overhaul, chargen is once more fully open to the public -- unlike other
'open chargen' WoDs, there are no race quotas, and you don't need to submit an
application to get the character set up." -Emily Treason, 1997 (from
http://www.ennui.net/darkmetal/intro.html)
If the success of the experiment is measured by the size of the player base,
then Dark Metal is an enormous success. It attracts 130+ players a night and
has spawned many imitators. The newest MUSHes are extending the concept of Open
Chargen even further in the desperate attempt to attract new players by
throwing every character race/type/class that they can think of, regardless of
whether they mesh well or not. Throwing in every published race is distracting
enough without including non-WW races such as Highlander-style Immortals. I'm
wondering if this race glut is common elsewhere or merely part of a published
system. What is considered to be an ideal number of races?
In an Open Chargen system, more races seem to heighten one of the main problems
inherent in the concept. If you make the character with only your ideas in
mind, then the character starts out in the game isolated from IC connections.
Sure, the staffer can work to wedge the character in somewhere, but you still
end up with a surplus of hacker/supermodel/ninjas or homeless/runway/orphaned
children with hearts of gold and a lack of people in support positions playing
paramedics or journalists or politicians.
Depending on the MU*, there are differing amounts of support that players learn
to expect from the staff. I've been on MUSHes where players called for staff
judges at the first sign of combat or conflict, which causes more work for
staffers and tends to slow down play and possibly encourage a less bold
mindset, it can really maintain a meta-story well. On the other hand, Dark
Metal's laissez faire attitude extends out of the chargen and expects the
players to handle their own conflicts and combats as well as develop their own
plots and guilds and areas for approval. The staffers are primarily called in
for rule clarifications, over the top ideas, and heated name calling. Leaving
much of the action up to the players can be chaotic, have an inefficient amount
of overlap in player actions, and lack somewhat in a directed meta-story, but
the freedom encourages player interaction if they wish to achieve their goals
and brings about the unexpected in interesting ways.
It seems there is a third way to handle character persistence. Keep the
characters persistant, even if the players aren't. Firan MUX uses a roster
system of pre-made characters that already have detailed connections and
backgrounds to the players and the theme. The most important and involved
characters, Level 1 Features, often require an application, while the Level 2
Companions and Level 3 Citizens are immediately accessible. A newbie has a
fully fleshed out and connected character within moments of logging on. No
Chargen required. The idea is that the players are more like actors in a grand
play, instead of mere extensions of themselves. Not too useful for a pay site,
but the characters end up going back on the roster after 10 days or so idle.
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<DIV><FONT face=Arial size=2>--- Paul Schwanz - Enterprise Services <<A
href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</A>>
wrote:<BR>> <BR>> Daniel wrote:<BR>> >p.s. I actually like the idea
(or rather 'Mark Wells' idea,<BR>> >ahem) of character persistence. I'd
really like to build<BR>> >it into a future game. Heavens, though, not for
realism's<BR>> >sake (I vaguely recall this being his principal
motivation),<BR>> >but rather that it increases attachment to the world
and<BR>> >opens up some interesting gameplay avenues. And yes, you<BR>>
>would need some sophisticated AI/scripting to make it work, <BR>>
>making it a pretty scary implementation proposition.<BR><BR>> As to
interesting gameplay avenues opened, imagine trying to<BR>> play out
Tolkien's masterpiece without character persistence.<BR>> The bearer of the
ring would _have_ to be an NPC, since a PC<BR>> could wink out of existence
at the drop of a hat. What then<BR>> happens to the ring? Does it
just drop to the ground to be<BR>> picked up by whomever is nearby? And
what of the fellowship?<BR>> Now Aragorn is here...now he is not. Poor
Frodo will never<BR>> know whom he can trust to be there to defend him
against the<BR>> black riders...or black rider...or no riders...where'd
the<BR>> rider's go? Hehe.<BR><BR>Character persistance does not
require the same player's persistance. This kind<BR>of persistance is an issue
of priorities. Persistance of this sort seems to be<BR>more important on the
MUSHes that I frequent than the MUDs I've sampled in the<BR>past.<BR><BR>This is
somewhat due to what MUSHes have to engage the players, which is,
other<BR>players, since many MUSHes are tabletop/pen-and-pencil RPGs converted
to an<BR>online form and usually lack items like coded puzzles, mobiles, and
experience<BR>gains through combat.<BR><BR>The traditional concept for
characters required a registration and approval<BR>process. Players were
expected to put together a detailed and coherent<BR>character which would be
examined and placed within a group because of some<BR>hook in the character's
stats or background.<BR><BR>The popular shift in newer MUSHes (particularly WoD)
is Open Character<BR>Generation, where a player can make any number of starting
level characters,<BR>completely crafted by them to their own
specifications.<BR><BR> The first Open CharGen - Dark Metal - was a
reaction to an earlier, more<BR>traditional MUSH that had failed, an experiment
to see what would happen with<BR>the opposite rules. Or in the words of "Emily
Treason", one of the founders: <BR><BR>"In the beginning, there was Masquerade,
and the god of Masquerade decided for<BR>reasons I won't get into to close the
mush. And the ex-building wizard of MasqI<BR>did go unto Thor, the ex-site admin
and did say unto him, "Hey, we got a mush<BR>concept, you got a site?" And Thor
did say, "Yea, verily," and thus was<BR>Amarynth born. And it was to be what all
the players claimed they wanted --<BR>quality-centered, backgrounds-checked, all
characters approved, and so forth<BR>and so on. <BR><BR>And after a few months,
the staff did look around and say, "Those bloody little<BR>buggers lied -- they
don't want staff to dictate quality. They don't want<BR>control." <BR><BR>After
starting at USD in the Academic Computing department graduate lab in<BR>spring
of 1994, DM moved the next year (after the university administration<BR>opted to
take a momentarily dim view of mushes) to Fiend in North Carolina, and<BR>then
in late 1996 to Anubis in Boston.<BR>The mush remains in a state of flux and
tinkering, the better to provide a<BR>quality role-playing
cyberpunk-cross-gothic punk venue for the players. After a<BR>general overhaul,
chargen is once more fully open to the public -- unlike other<BR>'open chargen'
WoDs, there are no race quotas, and you don't need to submit an<BR>application
to get the character set up." -Emily Treason, 1997 (from<BR><A
href="http://www.ennui.net/darkmetal/intro.html">http://www.ennui.net/darkmetal/intro.html</A>)
<BR> <BR><BR>If the success of the experiment is measured by the size of
the player base,<BR>then Dark Metal is an enormous success. It attracts 130+
players a night and<BR>has spawned many imitators. The newest MUSHes are
extending the concept of Open<BR>Chargen even further in the desperate attempt
to attract new players by<BR>throwing every character race/type/class that they
can think of, regardless of<BR>whether they mesh well or not. Throwing in every
published race is distracting<BR>enough without including non-WW races such as
Highlander-style Immortals. I'm<BR>wondering if this race glut is common
elsewhere or merely part of a published<BR>system. What is considered to be an
ideal number of races?<BR><BR>In an Open Chargen system, more races seem to
heighten one of the main problems<BR>inherent in the concept. If you make the
character with only your ideas in<BR>mind, then the character starts out in the
game isolated from IC connections.<BR>Sure, the staffer can work to wedge the
character in somewhere, but you still<BR>end up with a surplus of
hacker/supermodel/ninjas or homeless/runway/orphaned<BR>children with hearts of
gold and a lack of people in support positions playing<BR>paramedics or
journalists or politicians. <BR><BR>Depending on the MU*, there are differing
amounts of support that players learn<BR>to expect from the staff. I've been on
MUSHes where players called for staff<BR>judges at the first sign of combat or
conflict, which causes more work for<BR>staffers and tends to slow down play and
possibly encourage a less bold<BR>mindset, it can really maintain a meta-story
well. On the other hand, Dark<BR>Metal's laissez faire attitude extends out of
the chargen and expects the<BR>players to handle their own conflicts and combats
as well as develop their own<BR>plots and guilds and areas for approval. The
staffers are primarily called in<BR>for rule clarifications, over the top ideas,
and heated name calling. Leaving<BR>much of the action up to the players can be
chaotic, have an inefficient amount<BR>of overlap in player actions, and lack
somewhat in a directed meta-story, but<BR>the freedom encourages player
interaction if they wish to achieve their goals<BR>and brings about the
unexpected in interesting ways.<BR><BR>It seems there is a third way to handle
character persistence. Keep the<BR>characters persistant, even if the players
aren't. Firan MUX uses a roster<BR>system of pre-made characters that already
have detailed connections and<BR>backgrounds to the players and the theme. The
most important and involved<BR>characters, Level 1 Features, often require an
application, while the Level 2<BR>Companions and Level 3 Citizens are
immediately accessible. A newbie has a<BR>fully fleshed out and connected
character within moments of logging on. No<BR>Chargen required. The idea is that
the players are more like actors in a grand<BR>play, instead of mere extensions
of themselves. Not too useful for a pay site,<BR>but the characters end up going
back on the roster after 10 days or so
idle.<BR><BR><BR></FONT></DIV></BODY></HTML>
------=_NextPart_000_0010_01BFAAEB.130B3000-- - Character persistance, was Family, was characters per account Paul Schwanz - Enterprise Services
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