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<H1>Re: [MUD-Dev] RP=MUSH/PG=MUD</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] RP=MUSH/PG=MUD</LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Thu, 5 Jun 1997 17:35:13 +0100 (BST)</LI>
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<PRE>
On Thu, 5 Jun 1997, Caliban Tiresias Darklock wrote:

&gt; On Wed, 4 Jun 1997 20:02:47 PST8PDT, Adam Wiggins
&gt; &lt;nightfall#inficad,com&gt; wrote:
&gt; 
&gt; &gt;Hmmm, methinks we ought to get our terms straight. I use mud (capped or
&gt; &gt;not) to group Tiny, LP, Diku, and everything else we think of as
&gt; &gt;being online, text-based role-playing games into one giant lump.
&gt; 
&gt; I used to do that. Then I figured out that they were so outrageously
&gt; different that a MUSH and a MUD were entirely different animals. 

&lt;sigh&gt;

[much ado about creating rooms snipped]

&gt; &gt;&gt; that the type of person who makes a good RP-centric game designer is not
&gt; &gt;&gt; generally the type of person who makes a good MUD builder, and the
&gt; &gt;&gt; converse also holds. The learning curve is steep. The problem is not so
&gt; &gt;
&gt; &gt;Hmmm, don't know that this is true.  I've found that a good builder is a
&gt; &gt;good builder, and a good builder is a hell of a hard thing to find.

Yep.  Once you find one, you bribe him with cookies and sweets.

&gt; Well, if someone would DOCUMENT THE INTERFACE maybe we could RTFM.

Hmm..

&gt; &gt;In my mind it's identical to a good author - they may have their strengths
&gt; &gt;and weaknesses (fiction/non-fiction, sci-fi/fantasy/modern day/western,
&gt; &gt;tragedy/romance/heroic/horror) but generally a good writer is a good writer
&gt; &gt;at whatever they choose to try their hand at.
&gt; 
&gt; That's because they write in one language that has documented and
&gt; accepted rules, instead of forty incompatible half-assed command formats
&gt; that nobody ever wrote down.

I'll tread carefully.
For power muds, there is an art to creating a good area.  Part of this is
to do with the QA of the mud.  The rest is down to the builder himself.
It's like creating levels on a computer game.  Everyone can make a level.
But... a good level...

This applies to a lot of things...

&gt; &gt;&gt; much that the commands themselves are bad, but that there's too little
&gt; &gt;&gt; documentation and what there is tends to be incompletely indexed. 
&gt; &gt;
&gt; &gt;Oh, yes.  An offshoot of being a part-time project of college kids who
&gt; &gt;generally only want to fool around with things that are fun for a while,
&gt; &gt;and then move on.  Something like keeping docs up to date isn't really
&gt; &gt;all that much fun.
&gt; 
&gt; Then you shouldn't be writing a MUD.

Thanks.

I'll drop everything and go home.



I like reading long messages.
Long messages which don't look out of place in r.g.a.m.


  |    Ling
_O_O_  Freshwater fish since 1976

Heheheh...

 FROM
 From:
 From

&lt;grin&gt;


</PRE>

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<LI><STRONG><A NAME="01181" HREF="msg01181.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></STRONG>
<UL><LI><EM>From:</EM> caliban#darklock,com (Caliban Tiresias Darklock)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] RP=MUSH/PG=MUD</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01141" HREF="msg01141.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Wed 04 Jun 1997, 12:04 GMT
<UL>
<LI><strong><A NAME="01181" HREF="msg01181.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 05 Jun 1997, 12:19 GMT
<LI><strong><A NAME="01233" HREF="msg01233.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 07 Jan 1970, 22:41 GMT
<LI><strong><A NAME="01236" HREF="msg01236.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 07 Jun 1997, 00:43 GMT
</LI>
</LI>
<LI><strong><A NAME="01199" HREF="msg01199.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Thu 05 Jun 1997, 23:35 GMT
</LI>
<LI><strong><A NAME="01208" HREF="msg01208.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 06 Jun 1997, 04:46 GMT
<LI><strong><A NAME="01229" HREF="msg01229.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 06 Jun 1997, 14:00 GMT
</LI>
</LI>
</LI>
<LI><strong><A NAME="01201" HREF="msg01201.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 06 Jun 1997, 00:02 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="01100" HREF="msg01100.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 04 Jun 1997, 00:27 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
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</UL></BLOCKQUOTE>

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