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Re: [MUD-Dev] mud vs. mush membership
Caliban Tiresias Darklock wrote:
> I would venture to say that in order for a MUD to remain exciting, you
> would have to have a constant build and modify process going on. In other
> words, areas should change. Constantly. It would probably be a good
Not just areas... game mechanics and code features represent a lot of
the variation on a mud.
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
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