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<H1>FW: Re[6]: [MUD-Dev] (no subject)</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>: FW: Re[6]: [MUD-Dev] (no subject)</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 23 Nov 1999 23:01:21 -0600</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>
I think Travis meant this for the list...

&gt; -----Original Message-----
&gt; From: Travis Casey [<A  HREF="mailto:efindel#io,com">mailto:efindel#io,com</A>] 
&gt; Sent: Tuesday, November 23, 1999 8:30 PM
&gt; To: Koster#kanga,nu; Raph
&gt; Subject: Re[6]: [MUD-Dev] (no subject)
&gt; 
&gt; 
&gt; On Tuesday, November 23, 1999, Koster, Raph wrote:
&gt; 
&gt; &gt; Hate to disagree with ya, Travis, but... I disagree with ya. ;)
&gt; 
&gt; &gt;&gt; All this was within 6 years of D&amp;D's publication.  It's now been 25
&gt; &gt;&gt; years -- and the RPG "state of the art" has advanced such 
&gt; that someone
&gt; &gt;&gt; who introduced an RPG like the original D&amp;D today would be 
&gt; laughed at
&gt; &gt;&gt; by most paper RPG gamers.
&gt; 
&gt; &gt; It's worth noting that all of those other ones were, with 
&gt; the exception of
&gt; &gt; the White Wolf stuff, comemrcial failures and are now dead 
&gt; and gone except
&gt; &gt; in an extreme niche. To this day, the majority of gamers 
&gt; who have tried a
&gt; &gt; paper RPG, play D&amp;D or AD&amp;D. Worth arguing about why (eg, 
&gt; marketing had a
&gt; &gt; lot to do with it?), but to my mind, you have to 
&gt; acknowledge this fact
&gt; &gt; before bemoaning the lack of variety in muds.
&gt; 
&gt; [Cutting almost everything because I think Raph missed what I was
&gt; trying to do.]
&gt; 
&gt; I'm not "bemoaning" anything.  And I agree with you that most paper
&gt; RPGs were commercial failures outside of a small niche.  And I also
&gt; agree that other analogies can be drawn to muds which would indicate
&gt; that they would not branch out in variety.  However, none of these
&gt; have anything to do with what I was trying to do.
&gt; 
&gt; Quite simply, I didn't agree with Marian's reasoning as to *why* a
&gt; wider variety of mud game designs haven't proliferated.  I agree that
&gt; they haven't, and that they most likely won't, and gave a list of
&gt; things that I believe are likely factors in the post I sent out today.
&gt; 
&gt; &gt;&gt; What's the difference here?  Why did paper RPGs explode in 
&gt; different
&gt; &gt;&gt; directions so much faster than muds?  Well.... I have a 
&gt; few thoughts,
&gt; &gt;&gt; but the clock is ringing midnight here, and I have to go to work in
&gt; &gt;&gt; the morning.  More later.
&gt; &gt;
&gt; &gt; IMHO, paper RPGing IMploded. What got mainstreamed was only 
&gt; D&amp;D, and later
&gt; &gt; on, the Storyteller system. To think otherwise betrays, to 
&gt; my mind, someone
&gt; &gt; who is too close to the papergaming world to think otherwise.
&gt; 
&gt; In market share for non-D&amp;D RPGs, it imploded, yes -- but that's not
&gt; what I was talking about.  The RPG world *exploded* in variety of game
&gt; designs and genres tried, compared to the way muds have developed.
&gt; I'm not saying that that's bad, or that mud developers are uncreative
&gt; -- only that I think that's true because of the different
&gt; circumstances in which muds exist, not because people wouldn't
&gt; recognize a mud with a different underlying game system as being a
&gt; mud.
&gt; 
&gt; &gt; The mud world is *fortunate* that there are as many viable 
&gt; paradigms as
&gt; &gt; there are. Talker, full-immersion roleacting MUSH, user-crafted MOO,
&gt; &gt; academic MOO, goal-oriented PvEnvironment mud, player-vs-player mud,
&gt; &gt; quest-driven adventure game mud, full-on virtual world. 
&gt; That's a nice array.
&gt; &gt; Certainly there are more types remaining to be developed 
&gt; more fully, but
&gt; &gt; let's not be dismissive of what we have.
&gt; 
&gt; I'll note that these are more analogous to paper RPG campaign types
&gt; than game systems -- which is in keeping with my comparison of
&gt; individual muds to gaming groups rather than games in the second half
&gt; of my post.
&gt; 
&gt; --
&gt;        |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
&gt;  ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
&gt;       |,4-  ) )-,_..;\ (  `'-'
&gt;      '---''(_/--'  `-'\_)
&gt; 
&gt; 
&gt; 
&gt; 
&gt; 
&gt; _______________________________________________
&gt; MUD-Dev maillist  -  MUD-Dev#kanga,nu
&gt; <A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>
&gt; 



_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>

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<li><strong><A NAME="00487" HREF="msg00487.html">Re: [MUD-Dev] (no subject)</A></strong>
<ul compact><li><em>From:</em> "Travis S. Casey" &lt;efindel@io.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: Re[2]: [MUD-Dev] (no subject)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00482" HREF="msg00482.html">Re: Re[2]: [MUD-Dev] (no subject)</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Wed 24 Nov 1999, 19:27 GMT
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</ul>
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<LI><strong><A NAME="00451" HREF="msg00451.html">Re: [MUD-Dev] (no subject)</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 22 Nov 1999, 20:25 GMT
</LI>
<LI><strong><A NAME="00468" HREF="msg00468.html">RE: Re[4]: [MUD-Dev] (no subject)</A></strong>, 
Koster, Raph <a href="mailto:rkoster@origin.ea.com">rkoster@origin.ea.com</a>, Tue 23 Nov 1999, 21:24 GMT
<UL>
<LI><strong><A NAME="00471" HREF="msg00471.html">Re[6]: [MUD-Dev] (no subject)</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Wed 24 Nov 1999, 02:49 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00474" HREF="msg00474.html">FW: Re[6]: [MUD-Dev] (no subject)</A></strong>, 
Koster, Raph <a href="mailto:rkoster@origin.ea.com">rkoster@origin.ea.com</a>, Wed 24 Nov 1999, 06:42 GMT
<UL>
<LI><strong><A NAME="00487" HREF="msg00487.html">Re: [MUD-Dev] (no subject)</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Wed 24 Nov 1999, 20:15 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00477" HREF="msg00477.html">RE: Re[5]: [MUD-Dev] (no subject)</A></strong>, 
Koster, Raph <a href="mailto:rkoster@origin.ea.com">rkoster@origin.ea.com</a>, Wed 24 Nov 1999, 06:44 GMT
<UL>
<LI><strong><A NAME="00488" HREF="msg00488.html">RE: Re[5]: [MUD-Dev] (no subject)</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Wed 24 Nov 1999, 20:15 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00399" HREF="msg00399.html">[MUD-Dev] Re: Player statistics calculation</A></strong>, 
B. Schulte <a href="mailto:bs@hamburg.roses.de">bs@hamburg.roses.de</a>, Fri 19 Nov 1999, 18:26 GMT
</LI>
</UL></BLOCKQUOTE>

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