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<H1>[MUD-Dev] Re: Recursive look</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Recursive look</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Wed, 21 Oct 1998 22:19:16 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Matthew R. Sheahan:]

 &gt;we don't let people designate whatever verb they want to use like a MUSH
 &gt;would because we're into some degree of consistency between effects; if
 &gt;someone "jets west on a massive column of flame", i want to know why the
 &gt;piece of paper on the ground didn't ignite.
 &gt;
 &gt;i kind of think there are two big schools of thought there: the throwing
 &gt;around whatever character strings we like school, and the phenomena
 &gt;modelling school.

Very large nod here.

I'm not sure any system would work in all MUD environments. Players
into fighting, exploring, questing, etc. will not want to type 'stroll west'
instead of 'w' - it is irrelevant to them and slows them down. Role-players
on the other hand are very concerned with how others perceive them, and
would gladly do it (likely with as much system help as possible!)

Perhaps the state of a character could be used to chose some of the
forms of informational messages, and perhaps the player can do things
to affect or choose the "mood" his character is in? If those methods
are easy enough (e.g. simple commands like 'happy', 'mad' or 'tired')
perhaps even non-role-players might use them on occasion.

-- 
Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00308" HREF="msg00308.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 21 Oct 1998, 17:47 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00312" HREF="msg00312.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 21 Oct 1998, 18:16 GMT
</LI>
<LI><strong><A NAME="00333" HREF="msg00333.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Thu 22 Oct 1998, 02:01 GMT
</LI>
<LI><strong><A NAME="00336" HREF="msg00336.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 22 Oct 1998, 04:17 GMT
</LI>
<LI><strong><A NAME="00337" HREF="msg00337.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 22 Oct 1998, 04:25 GMT
</LI>
<LI><strong><A NAME="00352" HREF="msg00352.html">[MUD-Dev] Re: Recursive look</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Thu 22 Oct 1998, 14:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00306" HREF="msg00306.html">[MUD-Dev] evil - good realism</A></strong>, 
Vladimir Prelovac <a href="mailto:tomcat#galeb,etf.bg.ac.yu">tomcat#galeb,etf.bg.ac.yu</a>, Wed 21 Oct 1998, 17:38 GMT
<UL>
<LI><strong><A NAME="00314" HREF="msg00314.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 21 Oct 1998, 18:24 GMT
</LI>
<LI><strong><A NAME="00326" HREF="msg00326.html">[MUD-Dev] Re: evil - good realism</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 22 Oct 1998, 01:12 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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