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<H1>Re: [MUD-Dev] Depth of realism</H1>
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<LI><em>To</em>: "<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Depth of realism</LI>
<LI><em>From</em>: "Ilya, Game Commandos" &lt;<A HREF="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 18 Nov 1999 07:52:07 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Thu, 18 Nov 1999 01:34:19 -0800, Joe Kingry wrote:
))&lt;big snip&gt;
))Which got me to thinking, can a MUD really handle a battle on the scale of
))two armies?  I don't just mean in pure processing time, but in the
))organisation and handling of multiple groups and units etc.  It would seem
))almost an entirely different system. Which is what I suppose most people
))would argue with the modern movement of M*'s seems to be away from the
))heavily combat reliant DIKU base. Large scale battles are not the realm of
))M*'s.  For example, AD&amp;D really isn't designed for large scale battle, and
))it survives myriad adventures without it.
))&lt;snip&gt;
))Just some thoughts,
))
))Joe
))

D&amp;D (no, I still haven't figured out why I should use AD&amp;D in place of the
original term which has always worked just fine for me!) was written by a
bunch of folks playing with miniatures (a la warhammer) who added in 
heroes, gave them lives of their own, and ended up with roleplaying games.
(I know this is a bit of an oversummarization, but the salient points are
about right).

So it's ironic to think of D&amp;D in this light: "It isn't really designed for large
scale battle."  Of course it isn't!

This is not meant as an argument, or contradiction of your points, just an
aside.

--
  Ilya, Game Commandos     <A  HREF="http://www.gamecommandos.com">http://www.gamecommandos.com</A>     





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Depth of realism</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00417" HREF="msg00417.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Sat 20 Nov 1999, 01:14 GMT
<UL>
<LI><strong><A NAME="00442" HREF="msg00442.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 22 Nov 1999, 18:55 GMT
<UL>
<LI><strong><A NAME="00485" HREF="msg00485.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Wed 24 Nov 1999, 20:09 GMT
<UL>
<LI><strong><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
Marian Griffith <a href="mailto:gryphon@iaehv.nl">gryphon@iaehv.nl</a>, Sun 28 Nov 1999, 23:16 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00358" HREF="msg00358.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
Ilya, Game Commandos <a href="mailto:Ilya@gamecommandos.com">Ilya@gamecommandos.com</a>, Thu 18 Nov 1999, 17:00 GMT
</LI>
<LI><strong><A NAME="00360" HREF="msg00360.html">RE: [MUD-Dev] Depth of realism</A></strong>, 
Koster, Raph <a href="mailto:rkoster@origin.ea.com">rkoster@origin.ea.com</a>, Thu 18 Nov 1999, 17:00 GMT
</LI>
<LI><strong><A NAME="00500" HREF="msg00500.html">Re: [MUD-Dev] Depth of realism</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc@ix.netcom.com">jlsysinc@ix.netcom.com</a>, Wed 24 Nov 1999, 23:20 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00343" HREF="msg00343.html">[MUD-Dev] Urban Desire</A></strong>, 
claw <a href="mailto:claw@kanga.nu">claw@kanga.nu</a>, Thu 18 Nov 1999, 07:14 GMT
<LI><strong><A NAME="00325" HREF="msg00325.html">Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce@puremagic.com">bruce@puremagic.com</a>, Thu 18 Nov 1999, 00:22 GMT
</LI>
</UL></BLOCKQUOTE>

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