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<H1>Re: [MUD-Dev] An Introduction</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>: Re: [MUD-Dev] An Introduction</LI>
<LI><em>From</em>: Mik Clarke &lt;<A HREF="mailto:mikclrk#ibm,net">mikclrk#ibm,net</A>&gt;</LI>
<LI><em>Date</em>: Wed, 08 Sep 1999 20:43:03 +0000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


Caliban Tiresias Darklock wrote:
&gt; 
&gt; On 05:19 PM 9/7/1999 -0700, I personally witnessed Hess, Ian (Ian) *CTR*
&gt; jumping up to say:
&gt; &gt;
&gt; &gt;       Should a designer attempt to curtail "dark" content (as might be
&gt; &gt;found in a story or atmosphere driven Cthulhu, Masquerade, or perhaps Kult
&gt; &gt;tabletop RPG) for either reasons of limiting the prospective audience, or
&gt; &gt;the difficulties in verifying the age of the players?
&gt; 
&gt; Personally, I would say no. While there is a vast array of horror games out
&gt; there, most of them suck. I am *starved* for a really, really GOOD
&gt; horror-themed game. I don't think I'm alone in this. I would note, however,
&gt; that good horror is hard in *any* setting... let alone a nonlinear and/or
&gt; freely explored setting.

CthulhuMud welcomes your suggestions (and if our server was running
would
be happy to welcome you).  What do you feel makes a good horror game? 
Would
a limited risk of permadeath help? (Normally not through combat, but
certain
monsters and certain spells might get the affect.)  I'm trying to think
of
ways to make it scarier (reduce predictability/increase risk)...

Mik



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<LI><STRONG><A NAME="00217" HREF="msg00217.html">Re: [MUD-Dev] An Introduction</A></STRONG>
<UL><LI><EM>From:</EM> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: Re[2]: [MUD-Dev] The Relationship between pkers and monster AI?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00301" HREF="msg00301.html">Re: Re[2]: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 14 Sep 1999, 03:06 GMT
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<LI><strong><A NAME="00302" HREF="msg00302.html">Re: Re[2]: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 14 Sep 1999, 03:47 GMT
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</ul>
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<LI><strong><A NAME="00214" HREF="msg00214.html">[MUD-Dev] An Introduction</A></strong>, 
Hess, Ian (Ian) *CTR* <a href="mailto:ihess#lucent,com">ihess#lucent,com</a>, Wed 08 Sep 1999, 00:36 GMT
<UL>
<LI><strong><A NAME="00217" HREF="msg00217.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 08 Sep 1999, 14:19 GMT
<UL>
<LI><strong><A NAME="00224" HREF="msg00224.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Wed 08 Sep 1999, 21:20 GMT
</LI>
<LI><strong><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Mon 13 Sep 1999, 17:53 GMT
<UL>
<LI><strong><A NAME="00303" HREF="msg00303.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Jeremy Music \"Sterling\ <a href="mailto:rezo#lords,com">rezo#lords,com</a>, Tue 14 Sep 1999, 17:35 GMT
<UL>
<LI><strong><A NAME="00310" HREF="msg00310.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 14 Sep 1999, 23:16 GMT
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<LI><strong><A NAME="00313" HREF="msg00313.html">Re: [MUD-Dev] An Introduction</A></strong>, 
Jeremy Music \"Sterling\ <a href="mailto:rezo#lords,com">rezo#lords,com</a>, Wed 15 Sep 1999, 03:12 GMT
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