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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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