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Re: Re[2]: [MUD-Dev] (no subject)
On Sat, 20 Nov 1999, Travis Casey wrote:
[..]
> > The only thing that CoolMud lacks is the attentions of a mud game
> > designer. There are even fewer of those than there are mud coders. >:->
>
> Yep... I'll note that all the popular mud codebases seem to be stuck
> in the late 70's or early 80's, as far as RPG design goes (speaking,
> as I usually am, in terms of paper RPGs).
Sure, but that's because the move in the 90's has been towards more
freeform, less rule-intensive, more GM-moderated systems. In other words,
exactly the wrong type of thing for muds to implement.
> |\ _,,,---,,_ Travis S. Casey <efindel#io,com>
--
Dan Shiovitz :: dbs#cs,wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
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MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- [MUD-Dev] (no subject),
Michael Seifert ms#pentia,dk, Fri 19 Nov 1999, 18:27 GMT
- <Possible follow-up(s)>
- [MUD-Dev] (no subject),
Ilya, Game Commandos Ilya#gamecommandos,com, Sat 20 Nov 1999, 02:06 GMT
- Re: [MUD-Dev] (no subject),
Jon A. Lambert jlsysinc#ix,netcom.com, Sun 21 Nov 1999, 01:14 GMT
- Re: [MUD-Dev] (no subject),
Travis S. Casey efindel#io,com, Mon 22 Nov 1999, 20:25 GMT
- [MUD-Dev] Re: Player statistics calculation,
B. Schulte bs#hamburg,roses.de, Fri 19 Nov 1999, 18:26 GMT
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