June 2001
- Distributed mud, testers needed Geir Harald Hansen
- Fwd: FW: The MERA Confrence Dragoness
- Hiding the Numbers (was Maintaining fiction.) Travis Nixon
- Hiding the Numbers (was Maintaining fiction.) Kwon Ekstrom
- Hiding the Numbers (was Maintaining fiction.) Derek Licciardi
- Hiding the Numbers (was Maintaining fiction.) John Buehler
- Hiding the Numbers (was Maintaining fiction.) Derek Licciardi
- Hiding the Numbers (was Maintaining fiction.) John Buehler
- Hiding the Numbers (was Maintaining fiction.) Matt Mihaly
- Hiding the Numbers (was Maintaining fiction.) Christopher Kohnert
- Hiding the Numbers (was Maintaining fiction.) Marian Griffith
- Hiding the Numbers (was Maintaining fiction.) Matt Mihaly
- Hiding the Numbers (was Maintaining fiction.) John Buehler
- Hiding the Numbers (was Maintaining fiction.) Scion Altera
- Hiding the Numbers (was Maintaining fiction.) John Buehler
- Hiding the Numbers (was Maintaining fiction.) Vincent Archer
- Hiding the Numbers (was Maintaining fiction.) John Buehler
- Time articles on Lineage Koster, Raph
- Article: Korea, Lineage.. SavantKnowsAll@cs.com
- Article: Korea, Lineage.. Marc Fielding
- [Article] Time Article on Lineage Richard Aihoshi aka Jonric
- off-line pk msew
- off-line pk Matt Mihaly
- off-line pk Freeman, Jeff
- off-line pk Koster, Raph
- off-line pk Matt Mihaly
- off-line pk Matt Chatterley
- off-line pk David Loeser
- off-line pk Koster, Raph
- off-line pk Dave Rickey
- off-line pk Phillip Lenhardt
- off-line pk Koster, Raph
- off-line pk Phillip Lenhardt
- off-line pk Koster, Raph
- off-line pk Caliban Tiresias Darklock
- off-line pk Koster, Raph
- off-line pk Daniel.Harman@barclayscapital.com
- off-line pk Jon Lambert
- off-line pk Willowreed@aol.com
- off-line pk Dave Rickey
- off-line pk Jeremy Noetzelman
- off-line pk Kroh, Clayton
- off-line pk The_Druid
- off-line pk Marc Fielding
- off-line pk Dave Kennerly
- off-line pk Matt Mihaly
- off-line pk David Loeser
- off-line pk Lee Sheldon
- off-line pk Matt Mihaly
- off-line pk Richard Aihoshi aka Jonric
- off-line pk Koster, Raph
- Where Does Fantasy End? Ling Lo
- Where Does Fantasy End? Koster, Raph
- IMPORTANT NEW GRAPHICAL MUD Matt Mihaly
- IMPORTANT NEW GRAPHICAL MUD David Loeser
- IMPORTANT NEW GRAPHICAL MUD Edward Glowacki
- Localisation (was: Maintaining fiction.) Vincent Archer
- Buying benefits [was business models] Matt Chatterley
- Buying benefits [was business models] Matt Mihaly
- Buying benefits [was business models] Lars Duening
- Buying benefits [was business models] Matt Chatterley
- events per second? KevinL
- Hiding the Numbers/avatar representation rayzam
- Hiding the Numbers/avatar representation Koster, Raph
- Why are we all making RPGs? Andrew Kirmse
- Why are we all making RPGs? Freeman, Jeff
- Why are we all making RPGs? Sellers, Michael
- Why are we all making RPGs? Koster, Raph
- Why are we all making RPGs? Freeman, Jeff
- Why are we all making RPGs? rayzam
- Why are we all making RPGs? Dave Rickey
- Why are we all making RPGs? Trump
- Why are we all making RPGs? Baron, Jonathan
- Why are we all making RPGs? Brian 'Psychochild' Green
- Why are we all making RPGs? Lee Sheldon
- Why are we all making RPGs? Neil Brown
- Why are we all making RPGs? Lee Sheldon
- Why are we all making RPGs? Travis Casey
- Why are we all making RPGs? Lee Sheldon
- Why are we all making RPGs? Ola Fosheim Grøstad
- Why are we all making RPGs? Matt Mihaly
- Why are we all making RPGs? Lee Sheldon
- Why are we all making RPGs? Koster, Raph
- Why are we all making RPGs? SeronisROTv3@aol.com
- Why are we all making RPGs? Koster, Raph
- Why are we all making RPGs? Steve {Bloo} Daniels
- Why are we all making RPGs? SavantKnowsAll@cs.com
- Min/maxing rayzam
- Buying benefits Corey Crawford
- Buying benefits Neil Brown
- Buying benefits Corey Crawford
- Buying benefits Kevin Littlejohn
- Buying benefits Daniel.Harman@barclayscapital.com
- Buying benefits Matt Mihaly
- Buying benefits Matt Mihaly
- Buying benefits Peter Tyson
- Buying benefits Matt Mihaly
- Buying benefits Marian Griffith
- Buying benefits Matt Mihaly
- Buying benefits Marian Griffith
- Buying benefits Tess Lowe
- Buying benefits Matt Mihaly
- Buying benefits Daniel.Harman@barclayscapital.com
- Buying benefits Matt Mihaly
- Buying benefits Ola Fosheim Grøstad
- Buying benefits Marian Griffith
- Buying benefits Kevin Littlejohn
- Buying benefits Matt Mihaly
- Buying benefits Matt Mihaly
- Buying benefits Neil Brown
- Buying benefits Corey Crawford
- Buying benefits Matt Mihaly
- Buying benefits Kevin Littlejohn
- Buying benefits Matt Mihaly
- Buying benefits Richard Aihoshi aka Jonric
- Buying benefits Matt Mihaly
- Buying benefits Freeman, Jeff
- Buying benefits Vincent Archer
- Buying benefits Matt Mihaly
- Buying benefits Peter Tyson
- Buying benefits Matt Mihaly
- Buying benefits Peter Tyson
- Buying benefits Matt Mihaly
- Buying benefits Peter Tyson
- Buying benefits Matt Mihaly
- Buying benefits Vincent Archer
- Buying benefits shren
- Buying benefits Richard Aihoshi aka Jonric
- Buying benefits Mathue Moyer
- The Permadeath of PvP (was Hiding the Numbers (was Maintaining fiction.) Lee Sheldon
- [Biz] Worlds Apart's THE ETERNAL CITY joines the Skotos Community Christopher Allen
- Buying benefits Bruce
- Buying benefits Matt Chatterley
- Buying benefits shren
- Buying benefits Lars Duening
- Definition of permadeath (was: Maintaining fiction) Christopher Kohnert
- Definition of permadeath (was: Maintaining fiction) Madman Across the Water
- Security in MUDs - MMORPGs Adam Martin
- Security in MUDs - MMORPGs Sean Kelly
- Security in MUDs - MMORPGs Adam Martin
- Security in MUDs - MMORPGs Daniel.Harman@barclayscapital.com
- Security in MUDs - MMORPGs Jon Leonard
- Buying benefits Timothy Dang
- The Permadeath of PvP (was Hiding the Numbers (was Koster, Raph
- [TECH] Abrash's book available online Bruce
- Player control of NPCs Mordengaard
- Player control of NPCs Travis Casey
- Player control of NPCs rayzam
- Player control of NPCs Sanvean
- Player control of NPCs Matt Chatterley
- Player control of NPCs Matt Chatterley
- Korean Govt. joins the revolution. SavantKnowsAll@cs.com
- Korean Govt. joins the revolution. Sean Kelly
- Korean Govt. joins the revolution. Matt Mihaly
- Korean Govt. joins the revolution. Jake Song
- Neverwinter Nights Trent Oster
- The Permadeath of PvP (was Hiding the Numbers (was Maintaining fiction.) Adam Martin
- [TECH] Cplant Bruce
- Summary of PvP attempts? Brian Hook
- Summary of PvP attempts? Koster, Raph
- Summary of PvP attempts? Frank Crowell
- Summary of PvP attempts? Daniel.Harman@barclayscapital.com
- Summary of PvP attempts? Matt Mihaly
- Summary of PvP attempts? Frank Crowell
- Summary of PvP attempts? Steve {Bloo} Daniels
- Summary of PvP attempts? Matt Mihaly
- Summary of PvP attempts? Brian Hook
- Summary of PvP attempts? Trump
- Summary of PvP attempts? Brian Hook
- Summary of PvP attempts? Trump
- Summary of PvP attempts? Daniel.Harman@barclayscapital.com
- Summary of PvP attempts? Matt Mihaly
- Summary of PvP attempts? Corey Crawford
- Summary of PvP attempts? Neil Brown
- Summary of PvP attempts? Matt Mihaly
- Summary of PvP attempts? Daniel.Harman@barclayscapital.com
- Summary of PvP attempts? Batir
- Summary of PvP attempts? Vincent Archer
- Summary of PvP attempts? Koster, Raph
- Summary of PvP attempts? Steve {Bloo} Daniels
- Summary of PvP attempts? Freeman, Jeff
- Summary of PvP attempts? Brian Hook
- Summary of PvP attempts? Ola Fosheim Grøstad
- Summary of PvP attempts? Dave Kennerly
- Viewpoint and motion sickness was:Neverwinter Nights Tamzen Cannoy
- Viewpoint and motion sickness was:Neverwinter Nights rayzam
- Viewpoint and motion sickness was:Neverwinter Nights Madrona Tree
- Viewpoint and motion sickness was:Neverwinter Nights Luc Van den Borre
- Viewpoint and motion sickness was:Neverwinter Night s Daniel.Harman@barclayscapital.com
- Viewpoint and motion sickness was:Neverwinter Nights Rob Ellis II
- Viewpoint and motion sickness was:Neverwinter Night s Madrona Tree
- Physical tokens... The stone Ola Fosheim Grøstad
- The Permadeath of PvP (was Hiding the Numbers Lee Sheldon
- The Permadeath of PvP (was Hiding the Numbers Dave Rickey
- The Permadeath of PvP (was Hiding the Numbers Lee Sheldon
- Viewpoint and motion sickness was:Neverwinter Night s Daniel.Harman@barclayscapital.com
- The Sapience Group Matt Mihaly
- Aetolia Matt Mihaly
- Alternatives to PvP for sustainable fiction? Sean Kelly
- Alternatives to PvP for sustainable fiction? Brian Hook
- Alternatives to PvP for sustainable fiction? Derek Licciardi
- Alternatives to PvP for sustainable fiction? rayzam
- Alternatives to PvP for sustainable fiction? Sean Kelly
- Alternatives to PvP for sustainable fiction? Caliban Tiresias Darklock
- Alternatives to PvP for sustainable fiction? Matt Mihaly
- Alternatives to PvP for sustainable fiction? Sean Kelly
- Alternatives to PvP for sustainable fiction? Matt Mihaly
- Alternatives to PvP for sustainable fiction? Sean Kelly
- Alternatives to PvP for sustainable fiction? Matt Mihaly
- Alternatives to PvP for sustainable fiction? Travis Nixon
- Viewpoint and motion sickness was:Neverwinter Night s Malcolm Tester
- Viewpoint and motion sickness was:Neverwinter Night s rayzam
- Viewpoint and motion sickness was:Neverwinter Night s Malcolm Tester
- Viewpoint and motion sickness was:Neverwinter Night s Hans-Henrik Staerfeldt
- Viewpoint and motion sickness was:Neverwinter Night s Derek Snider
- Viewpoint and motion sickness was:Neverwinter Night s Brian 'Psychochild' Green
- Viewpoint and motion sickness was:Neverwinter Night s Neil Brown
- Viewpoint and motion sickness was:Neverwinter Night s Kwon Ekstrom
- Buying benefits Phillip Lenhardt
- Buying benefits Matt Mihaly
- Buying benefits Ian Collyer
- Focus on Hocus Pocus Matt Chatterley
- Focus on Hocus Pocus Wes Connell
- Focus on Hocus Pocus Edward Glowacki
- Focus on Hocus Pocus Federico Di Gregorio
- Focus on Hocus Pocus Sean Kelly
- Focus on Hocus Pocus Madman Across the Water
- Focus on Hocus Pocus Corey Crawford
- Focus on Hocus Pocus Adam Martin
- Focus on Hocus Pocus Hans-Henrik Staerfeldt
- Focus on Hocus Pocus Richard Aihoshi aka Jonric
- Focus on Hocus Pocus Matt Chatterley
- Focus on Hocus Pocus rayzam
- Focus on Hocus Pocus Matt Chatterley
- Focus on Hocus Pocus rayzam
- Focus on Hocus Pocus Bruce
- Focus on Hocus Pocus Travis Casey
- Focus on Hocus Pocus Trump
- Focus on Hocus Pocus S. Patrick Gallaty
- Focus on Hocus Pocus Adam Martin
- Focus on Hocus Pocus Ian Collyer
- Focus on Hocus Pocus Daniel.Harman@barclayscapital.com
- Focus on Hocus Pocus Vincent Archer
- Focus on Hocus Pocus Michael Tresca
- Focus on Hocus Pocus Travis Casey
- Focus on Hocus Pocus Tamzen Cannoy
- Focus on Hocus Pocus David Pemberton
- Focus on Hocus Pocus Peter Tyson
- Focus on Hocus Pocus Hulbert, Leland
- Focus on Hocus Pocus Michael Tresca
- Focus on Hocus Pocus Hulbert, Leland
- Focus on Hocus Pocus Troy Fisher
- Focus on Hocus Pocus J C Lawrence
- Focus on Hocus Pocus Daniel.Harman@barclayscapital.com
- Focus on Hocus Pocus Eli Stevens
- Focus on Hocus Pocus Kwon Ekstrom
- Focus on Hocus Pocus azeraab
- Focus on Hocus Pocus Eli Stevens
- Viewpoint and motion sickness Sean K
- On socialization and convenience Koster, Raph
- On socialization and convenience Freeman, Jeff
- On socialization and convenience SavantKnowsAll@cs.com
- On socialization and convenience Koster, Raph
- On socialization and convenience Freeman, Jeff
- On socialization and convenience Freeman, Jeff
- On socialization and convenience Jon Lambert
- On socialization and convenience J C Lawrence
- On socialization and convenience Adam Martin
- On socialization and convenience Paul Schwanz - Enterprise Services
- On socialization and convenience Marian Griffith
- On socialization and convenience Sean Kelly
- On socialization and convenience Koster, Raph
- On socialization and convenience Freeman, Jeff
- On socialization and convenience Ola Fosheim Grøstad
- On socialization and convenience Peter Tyson
- On socialization and convenience Timothy O'Neill Dang
- On socialization and convenience Dave Rickey
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Brian Hook
- On socialization and convenience Dave Rickey
- On socialization and convenience SavantKnowsAll@cs.com
- On socialization and convenience Dave Rickey
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Koster, Raph
- On socialization and convenience Freeman, Jeff
- On socialization and convenience Vincent Archer
- On socialization and convenience Koster, Raph
- On socialization and convenience Travis Nixon
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Ola Fosheim Grøstad
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Vincent Archer
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience shren
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Brian Hook
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Brian Hook
- On socialization and convenience Vincent Archer
- On socialization and convenience Travis Nixon
- On socialization and convenience Sean Kelly
- On socialization and convenience Caliban Tiresias Darklock
- On socialization and convenience Koster, Raph
- On socialization and convenience John Buehler
- On socialization and convenience Koster, Raph
- On socialization and convenience John Buehler
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience John Buehler
- On socialization and convenience Matt Mihaly
- On socialization and convenience Koster, Raph
- On socialization and convenience Matt Mihaly
- On socialization and convenience rayzam
- On socialization and convenience Michael Tresca
- On socialization and convenience Sean Kelly
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Matt Mihaly
- On socialization and convenience Vincent Archer
- On socialization and convenience Travis Nixon
- On socialization and convenience Caliban Tiresias Darklock
- On socialization and convenience J C Lawrence
- On socialization and convenience Caliban Tiresias Darklock
- On socialization and convenience J C Lawrence
- On socialization and convenience Dave Rickey
- On socialization and convenience J C Lawrence
- On socialization and convenience Bruce
- On socialization and convenience J C Lawrence
- On socialization and convenience Koster, Raph
- On socialization and convenience Travis Nixon
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Lee Sheldon
- On socialization and convenience Dave Kennerly
- On socialization and convenience J C Lawrence
- On socialization and convenience J C Lawrence
- On socialization and convenience Ian Collyer
- On socialization and convenience J C Lawrence
- On socialization and convenience Ian Collyer
- On socialization and convenience Jay Carlson
- On socialization and convenience Ian Collyer
- On socialization and convenience Koster, Raph
- On socialization and convenience Ian Collyer
- On socialization and convenience Caliban Tiresias Darklock
- On socialization and convenience Jay Carlson
- On socialization and convenience Caliban Tiresias Darklock
- On socialization and convenience Auli
- On socialization and convenience rayzam
- On socialization and convenience Matt Mihaly
- On socialization and convenience Michael Tresca
- On socialization and convenience Adam Martin
- On socialization and convenience Michael Tresca
- On socialization and convenience J C Lawrence
- On socialization and convenience Paul Sage
- On socialization and convenience Koster, Raph
- On socialization and convenience Marian Griffith
- On socialization and convenience rayzam
- On socialization and convenience Ola Fosheim Grøstad
- On socialization and convenience Derek Licciardi
- On socialization and convenience J C Lawrence
- On socialization and convenience Peter Tyson
- On socialization and convenience Jon Lambert
- On socialization and convenience Michael Tresca
- On socialization and convenience SavantKnowsAll@cs.com
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience J C Lawrence
- On socialization and convenience Timothy O'Neill Dang
- On socialization and convenience J C Lawrence
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Alex Kay
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience Vincent Archer
- On socialization and convenience shren
- On socialization and convenience J C Lawrence
- On socialization and convenience Daniel A. Koepke
- On socialization and convenience Richard Aihoshi aka Jonric
- On socialization and convenience Geoffrey A. MacDougall
- On socialization and convenience Koster, Raph
- On socialization and convenience Freeman, Jeff
- On socialization and convenience Geoffrey A. MacDougall
- On socialization and convenience Marian Griffith
- On socialization and convenience Auli
- On socialization and convenience Brian Hook
- On socialization and convenience Daniel.Harman@barclayscapital.com
- On socialization and convenience J C Lawrence
- On socialization and convenience Matt Mihaly
- On socialization and convenience Koster, Raph
- On socialization and convenience grafx@innovativestudios.com
- On socialization and convenience Matt Mihaly
- On socialization and convenience J C Lawrence
- 3rd person text MUDs Colin Coghill
- 3rd person text MUDs Caliban Tiresias Darklock
- 3rd person text MUDs Matt Owen
- 3rd person text MUDs Richard A. Bartle
- TEC in PC Gamer Bruce
- Language Parsing for NPCs Aaron Mulder
- Language Parsing for NPCs Robert Zubek
- Language Parsing for NPCs Aaron Mulder
- Language Parsing for NPCs Troy Fisher
- Language Parsing for NPCs Robert Zubek
- Language Parsing for NPCs Robert Zubek
- Language Parsing for NPCs Bruce
- Language Parsing for NPCs Robert Zubek
- Language Parsing for NPCs Sanvean
- PK headaches Matt Mihaly
- PK headaches Ian Hess
- PK headaches Matt Mihaly
- When the interface becomes the challenge. Ola Fosheim Grøstad
- When the interface becomes the challenge. Alex Kay
- When the interface becomes the challenge. Brian Hook
- When the interface becomes the challenge. Dave Rickey
- When the interface becomes the challenge. J C Lawrence
- When the interface becomes the challenge. Travis Nixon
- When the interface becomes the challenge. Lee Sheldon
- When the interface becomes the challenge. Brian Hook
- When the interface becomes the challenge. Ling Lo
- When the interface becomes the challenge. Dave Rickey
- When the interface becomes the challenge. Brian Hook
- When the interface becomes the challenge. Dave Rickey
- When the interface becomes the challenge. Adam Martin
- When the interface becomes the challenge. Daniel.Harman@barclayscapital.com
- When the interface becomes the challenge. Caliban Tiresias Darklock
- When the interface becomes the challenge. Travis Nixon
- When the interface becomes the challenge. Caliban Tiresias Darklock
- When the interface becomes the challenge. J C Lawrence
- When the interface becomes the challenge. Koster, Raph
- When the interface becomes the challenge. Andrew Wilson
- When the interface becomes the challenge. Edward Glowacki
- When the interface becomes the challenge. Andrew Wilson
- When the interface becomes the challenge. Edward Glowacki
- When the interface becomes the challenge. J C Lawrence
- When the interface becomes the challenge. Edward Glowacki
- When the interface becomes the challenge. Matt Owen
- When the interface becomes the challenge. Alex Kay
- NWN and pay for play Geoffrey A. MacDougall
- NWN and pay for play Freeman, Jeff
- Definition of a character (was: Maintaining fiction.) Ian Collyer
- Definition of permadeath (was: Maintaining fiction.) Ian Collyer
- Anyone going to GENCON 2001 Derek Licciardi
- Anyone going to GENCON 2001 J C Lawrence
- Identity Theft and MUDding Anthony R. Haslage
- Identity Theft and MUDding Matt Mihaly
- Identity Theft and MUDding Robert Fleck
- Identity Theft and MUDding Matt Mihaly
- Absolute Death (legalese mode on) shren
- Absolute Death (legalese mode on) Matt Mihaly
- Absolute Death (legalese mode on) Caliban Tiresias Darklock
- Absolute Death (legalese mode on) Matt Mihaly
- Absolute Death (legalese mode on) Caliban Tiresias Darklock
- NWN- Pay for play Trent Oster
- Interpersonal Relationships Ronan Farrell
- Interpersonal Relationships Michael Tresca
- Interpersonal Relationships Ronan Farrell
- Interpersonal Relationships quzah
- Interpersonal Relationships J C Lawrence
- Interpersonal Relationships quzah
- Interpersonal Relationships Marian Griffith
- Interpersonal Relationships Freeman, Jeff
- Interpersonal Relationships Matt Mihaly
- Interpersonal Relationships Marian Griffith
- Interpersonal Relationships Matt Mihaly
- Interpersonal Relationships Ronan Farrell
- [PVP] Another essay on PVP Frank Crowell
- Speech to Text, Eli Stevens
- Speech to Text, John Buehler
- Speech to Text, J C Lawrence
- Speech to Text, Adam Martin
- Speech to Text, Madrona Tree
- Speech to Text, John Buehler
- Speech to Text, Travis Casey
- Speech to Text, Adam Martin
- Website Live Lee Sheldon
- Address change notification Vincent Archer
- Real lawsuit over virtual property Dave Rickey
- UDP vs TCP/IP Daniel.Harman@barclayscapital.com
- UDP vs TCP/IP J C Lawrence
- UDP vs TCP/IP Ola Fosheim Grøstad
- UDP vs TCP/IP J C Lawrence
- UDP vs TCP/IP Andrew Kirmse
- UDP vs TCP/IP J C Lawrence
- UDP vs TCP/IP J C Lawrence
- UDP vs TCP/IP Jon Lambert
- UDP vs TCP/IP Daniel.Harman@barclayscapital.com
- UDP vs TCP/IP Ola Fosheim Grøstad
- UDP vs TCP/IP Daniel.Harman@barclayscapital.com
- Permadeath definition thread J C Lawrence
- List rituals Ola Fosheim Grøstad
- List rituals J C Lawrence
- List rituals Ola Fosheim Grøstad
- List rituals Daniel.Harman@barclayscapital.com
- List Rituals John Robert Arras
- List rituals J C Lawrence
- List rituals Travis Casey
- List rituals J C Lawrence
- List rituals J C Lawrence
- List rituals J C Lawrence
- List rituals Ola Fosheim Grøstad
- List rituals Marian Griffith
- List rituals yospe@kanga.nu
- List rituals J C Lawrence
- List rituals Caliban Tiresias Darklock
- List rituals J C Lawrence
- List rituals yospe@kanga.nu
- List rituals J C Lawrence
- Non-combat advancement and roleplay Brian 'Psychochild' Green
- Non-combat advancement and roleplay rayzam
- Non-combat advancement and roleplay Hans-Henrik Staerfeldt
- Non-combat advancement and roleplay Ashen Temper
- Non-combat advancement and roleplay J C Lawrence
- Non-combat advancement and roleplay Matt Mihaly
- Non-combat advancement and roleplay Trump
- Non-combat advancement and roleplay holding99@mindspring.com
- Non-combat advancement and roleplay John Buehler
- Non-combat advancement and roleplay J C Lawrence
- Non-combat advancement and roleplay holding99@mindspring.com
- Non-combat advancement and roleplay Travis Casey
- Non-combat advancement and roleplay John Buehler
- Non-combat advancement and roleplay Michael Tresca
- When is the game a game? Caliban Tiresias Darklock
- When is the game a game? Travis Casey
- When is the game a game? Caliban Tiresias Darklock
- When is the game a game? Travis Casey
- When is the game a game? Phillip Lenhardt
- When is the game a game? Matt Mihaly
- When is the game a game? J C Lawrence
- When is the game a game? F. Randall Farmer
- Definition of a character II, permadeath and "who's running this show anyway?" Ian Collyer
- TECH: ColdStore and MUDs ryan daum
- TECH: ColdStore and MUDs Phillip Lenhardt
- Trust systems and Player-Run Reputation Travis Nixon
- Trust systems and Player-Run Reputation Brian Hook
- Trust systems and Player-Run Reputation Daniel.Harman@barclayscapital.com
- Trust systems and Player-Run Reputation Brian Hook
- Trust systems and Player-Run Reputation Travis Nixon
- Trust systems and Player-Run Reputation Phillip Lenhardt
- Magic system that can do anything Eli Stevens
- Magic system that can do anything matt hellige
- Magic system that can do anything John Buehler
- Player Goals rayzam
- Value in the Economy of the MOG Delphine T. Lynx
- Value in the Economy of the MOG Matt Mihaly
- Value in the Economy of the MOG Federico Di Gregorio
- Value in the Economy of the MOG J C Lawrence
- Value in the Economy of the MOG Federico Di Gregorio
- Value in the Economy of the MOG J C Lawrence
- Value in the Economy of the MOG Dave Rickey
- Value in the Economy of the MOG Derek Licciardi
- Value in the Economy of the MOG Dave Rickey
- Value in the Economy of the MOG J C Lawrence
- Value in the Economy of the MOG Michael Tresca
- Value in the Economy of the MOG Ashen Temper
- Value in the Economy of the MOG Marian Griffith
- Value in the Economy of the MOG J C Lawrence
- Value in the Economy of the MOG Ashen Temper
- Re[4]: List rituals Travis Casey
Wednesday, June 27, 2001, 11:11:50 PM, J C Lawrence wrote:
> On Wed, 27 Jun 2001 12:04:21 -0400
> Travis Casey <efindel@earthlink.net> wrote:
>> Wednesday, June 27, 2001, 3:31:50 AM, J C Lawrence wrote:
>>> On Sun, 24 Jun 2001 15:38:41 +0200 Ola Fosheim
>>> <=?iso-8859-1?Q?Grøstad?= <olag@ifi.uio.no>> wrote:
>>>> J C Lawrence wrote:
>>>> The net result may be that designers are no longer able to see
>>>> the mechanisms behind strategic game play. Neat. :)
>>> Quite. It encourages attempting detente.
>> I'd like to note that the whole notion of "detente" depends on
>> something else: the idea that the game is a struggle or
>> competition between the game designers/builders and the players.
>> This is not the only model for games.
> Yup, its only really applicable to GoP games.
Well, it doesn't even apply to all GoP games. For example, consider
a mud where the setup is one group of players vs. another -- it's a
GoP mud, with a goal of "defeat the other team", but there's no
struggle between players and the game's designers/builders. Thus,
there's no reason to hide your strategic communications from the
designers.
There's also the possibility of a trusted admin -- e.g., in D&D
games, the group will often discuss their plans in front of the GM.
They're trusting the GM not to unfairly take advantage of the fact
that they're doing so. (Indeed, they *have* to trust the GM to some
extent, since a pencil-and-paper GM can easily change such things as
the number of NPCs present, what weapons they have, their combat
skill, etc. at the drop of a hat.)
In a mud, this kind of trust generally doesn't happen, because the
players don't know the GM personally, the way they do in a
pencil-and-paper RPG. Further, the same level of trust isn't
necessary, because a mud GM generally *can't* change the
capabilities of monsters, the existence of traps, etc. instantly and
seamlessly, the way a pencil-and-paper GM can.
I understand that some pencil-and-paper groups don't trust the GM to
that extent, and instead use a sort of split-GM model: there's the
GM, who performs much of the world setup and all the "game judge"
activities, and an Adversary, who is responsible for running the
opposition to the players (and sometimes for creating it, with
guidelines given to him/her by the GM). If a mud used this sort of
model, it should be possible to set things up so that the GM has
access to player communications, but the Adversary does not.
(For that matter, many muds already have limited forms of this. For
example, where there's an admin/builder split, often the admins have
access to in-game mail and such, but the builders don't. The
players, however, generally perceive the admins as being in league
with the builders -- and are often right, at that.)
>> The biggest problem that I see is the lack of real
>> world-modeling. Most games don't really try to model the world,
>> but instead are... well, games, with very arbitrary limits on
>> what can and can't be done. For example, in how many muds or
>> MMORPGs could you dig a tunnel from a nearby forest into the
>> dungeons of a castle? Almost none.
> There are two levels of strategy in that regard:
> 1) Doing something logically consistent based on the assumed
> real-world-like rules of the game world
> 2) Doing something logically possible given the capability
> definitions of the game world.
> You seem to be referring to #1. Players generally seem to be
> referring to #2. The interesting part I see is not in attempting
> #1, but in making a sufficiently detailed and logically consistent
> (to itself) #2.
My goal is that #2 should be as similar to #1 as possible. Ideally,
anything that your character could do in the game world, you should
be able to have your character do within the game.
Now, that's not always achievable, of course -- but I think that it
is a good goal to keep in mind.
>> The flexibility of a world-modeling system allows an incredible
>> number of creative solutions to problems.
> Yospe has talked about some interesting work in this area.
Yep... I remember those, and always thought that they sounded like a
wonderful basis for the kind of things I'd really like to do.
>> This is both a blessing and a curse, though -- if the players are
>> truly free to come up with creative solutions to obstacles they
>> encounter in the game, then the amount of work that the game
>> designers and builders have to do goes up exponentially, since
>> they have to try to anticipate the creative solutions and guard
>> against them in some way, so that they don't become easy routes
>> to success.
> Quite. Complexity theory comes to dominate and balance
> calculations tend to go out the window. About the only approach
> then is to make balance calculations dynamic based on observed
> action. This tends to unfairly (?) penalise the skillful, as well
> as unfairly (?) advantaging the rummager in out of the way places
> and challenges.
I'm not sure what sort of balance calculations you're referring to
-- do you mean calculations used to establish a "difficulty" for a
task, so you can set a reward for the task based on that?
>> It should be noted that goals can be temporary in scope: for
>> example, if I'm playing basketball, I have a goal of getting the
>> ball into a particular net. However, that doesn't continue to be
>> a goal for me after the game is over.
>> Humans have many goals -- at a wild guess, I'd say that the
>> average person has hundreds or thousands of goals, counting at a
>> detailed level. It's hard to keep track of that many goals
>> analytically, so we abstract them into such things as
>> preferences.
> There are human activities for which it can be difficult to
> determine an itemisable goal. The critical bit is that while the
> actual goal is difficult to determine, the observed behaviour is
> consistent with having a goal (people work quite hard to get to go
> the beach).
> Certainly my sons who are both being on their very extra special
> best behaviour and sucking royally up all this week so they can
> have a chance of going to the beach again this coming weekend
> would seem to have a goal for beach going, even if its not clear
> what their goal is once there.
Why can't, "spend time at the beach" be the actual goal?
I think sometimes people get too caught up in the terminology of
goals as being used in business, programming, etc., and forget that
there's nothing that requires a goal to have a tangible payoff. If
you like an activity, then the simple enjoyment you get from it may
be enough to make it a goal. Even "doing nothing" can be a goal,
for someone who needs a chance to rest and relax.
Goals don't have to make logical sense, especially from the point of
view of an outside observer. I'm certain that many people would
think that my own personal goal to obtain copies of certain RPGs,
even though I have no desire to actually play those games, makes no
sense. Why would you want a game that you're not going to play?
Personally, I'm a pragmatist -- I'd say that if their behavior is
consistent with having a goal, then we can say they have that goal,
even if that goal doesn't seem to make logical sense.
>> Would a PBEM RPG game be a mud, then? The need to have a GM in
>> order to do anything significant doesn't seem to be an obstacle
>> to being a mud... what level of automation is necessary to be a
>> mud?
> You've read the bit on the list page about the definition of "MUD"
> ad the drop of ink? This is among the reasons I made the charter
> for MERA so broad: I see PBWEM and LARP (for instance) sharing
> several core concerns with more classical MUDs. At a point
> boundaries have to be drawn, but at this point I see no danger of
> crossing them, and I suspect I'll know much more about it should
> we get close.
I'd read it before, but it had been a long time, and I'd forgotten
it. As you say, I see a lot of points of similarity between them,
and I think the different communities have things to learn from each
other. That's one reason why I stay here, even though I have little
active interest in muds right now.
>> Personally, I let a lot of posts just go by me, because of just
>> that -- if I responded to *everything* that interested me, I'd
>> spend way too much time on responses. One technique I like to
>> try to use is to wait a couple of days after a post, and see what
>> answers have gone by. Often someone else will have made the same
>> point that I would have made, at which point I don't have to.
> Having done much the same thing I've a second order effect of
> doing that in that waiting reduces the perceived urgency of
> replying. When its fresh it is interesting, new, and somewhat
> urgent. Nobody may have raised the points you wanted to do but
> after a few days it tends to get stale,
That can be a bad side effect... but it can also be a good one,
especially where posts that elicit a strong emotion are considered.
Cooling-off periods can be a wonderful way to prevent flamewars.
:-)
>> As the old saying goes, if you don't like what's being posted,
>> post something different. If there's an "interesting part" that
>> you think isn't getting attention, try to draw some attention to
>> it.
> That too, tho it seems quite unsuccessful when I say that.
I think part of it is that it's often much easier to respond to a
post than to create one from scratch. Responding to a post gives
you something concrete to work off of -- something you can compare
and contrast your own stand with. Creating a post requires you to
work without guidelines, creating from scratch.
Also, creating a post requires a bit of courage, or possibly of
pride -- the belief that you actually have something interesting
enough that other people will want to read it or respond to it.
When responding to a post, you know that you're probably going to
have an audience of at least one who's interested; the original
poster.
>> What if you were aware that "you" were actually incarnated in
>> many different physical bodies at once, and that your continued
>> existence was, in truth, independent of the existence of any of
>> those?
> Hehn. Are you trying to bring back my whole rant and championing
> of swarm bodies? I've been thinking of working that into a
> discussion for a while now. There's some interesting implications
> in there I've not dug at yet.
I was thinking more in terms of having characters on multiple muds,
but having multiple characters/bodies in one game could also
qualify.
--
Travis Casey
efindel@earthlink.net - Re[4]: List rituals J C Lawrence
- Re[4]: List rituals Travis Casey
- Re[4]: List rituals Travis Nixon
- Player run systems (was Player run reputation system) John Hopson
- Player run systems (was Player run reputation system) J Todd Coleman
- Player run systems (was Player run reputation system) J C Lawrence
- Player run systems (was Player run reputation system) David Bennett