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Re: [MUD-Dev] (no subject)
On Sun, 21 Nov 1999, Dan Shiovitz wrote:
> On Sat, 20 Nov 1999, Travis Casey wrote:
> > JC Lawrence 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.
You're leaving out the mid- and late 80's -- when several complex
skill-based paper RPGs became popular (and some of them continue to be
popular -- not everyone likes more freeform systems). Those sorts of
systems are quite suitable for muds.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'_)
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- Thread context:
- Re: Re[2]: [MUD-Dev] (no subject), (continued)
- Re: [MUD-Dev] (no subject),
Travis S. Casey efindel@io.com, Mon 22 Nov 1999, 20:25 GMT
- RE: Re[4]: [MUD-Dev] (no subject),
Koster, Raph rkoster@origin.ea.com, Tue 23 Nov 1999, 21:24 GMT
- FW: Re[6]: [MUD-Dev] (no subject),
Koster, Raph rkoster@origin.ea.com, Wed 24 Nov 1999, 06:42 GMT
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