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<H1>Re: [MUD-Dev]  Introductions and</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]  Introductions and</LI>
<LI><em>From</em>: Richard Woolcock &lt;<A HREF="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 19 Nov 1997 22:25:57 -0800</LI>
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<PRE>
Maddy wrote:
&gt; 
&gt; Previously, Mike Sellers wrote....
&gt; &gt;
&gt; &gt; At 10:05 AM 11/18/97 PST8PDT, Matt Chatterley wrote:
&gt; 
&gt; &gt; &gt;This is another interesting area actually, and the first point I'd keep in
&gt; &gt; &gt;mind, is that if you are aiming at a very rp-centric game, fully automated
&gt; &gt; &gt;descriptions are probably a bad idea (note: for the benefit of anyone in
&gt; &gt; &gt;the audience, rp-centric mainly refers to Tiny-derivs, but could
&gt; &gt; &gt;technically be anything. Most tiny-derivs have player-written descs, but I
&gt; &gt; &gt;know at least one which does not).
&gt; &gt;
&gt; &gt; Perhaps you could let people write their own descs as a function of their
&gt; &gt; level/rank/score in the game?  Or, perhaps better for RPing, keep the desc
&gt; &gt; automatic, but include a bit more spice if the character is powerful in the
&gt; &gt; game, where this 'spice' accentuates the character's most powerful
&gt; &gt; attributes.  Frankly, if I never see another desc along the lines of
&gt; &gt; "flaming red hair and lips to match, ice blue eyes that at once chill your
&gt; &gt; soul and inflame your desire..." (ugh) that'll be fine with me! :)
&gt; 
&gt; Well there is no real easy way you can tell someones rank just by looking at
&gt; them - remember the tale of the Prince and the Pauper?  I'd be fairly
&gt; annoyed if I was given the description that told everyone I was king, when I
&gt; was dressed in rags and trying to get a feel of what the local populous
&gt; thought of me.

This is a good point...but then if you were the King, it would be much more
difficult to disguise yourself anyway (although I suppose people would be
used to seeing you in royal finary...so maybe not).

&gt; &gt; While we're talking about names, how do you propose to deal with
&gt; &gt; name-collision?  I've never really liked the fact that all names in typical
&gt; &gt; MUDs must be unique.  It seems like you could easily allow for multiple
&gt; &gt; name instances by keying off the combo of character name and player name
&gt; &gt; internally.  The only problem comes up in areas where, for example, I want
&gt; &gt; to talk to "Joe" or send game-mail to "Joe."  If there are a dozen Joes out
&gt; &gt; there, how do I know which one I want?  Even in the scheme described above,
&gt; &gt; you could have several "Joe Doe" characters.  I suppose you could list
&gt; &gt; further, publicly known information for each, such as occupation, general
&gt; &gt; area where they live ("Joe Doe of Tos, who is a merchant"), or in a
&gt; &gt; graphical environment, a picture of them -- anything to help other players
&gt; &gt; differentiate their Joe from all other Joes.
&gt; &gt;
&gt; &gt; Thoughts on this?
&gt; 
&gt; Well they way I see it - you're talking about OOC contructs.  If you want to
&gt; talk to someone, you go off and find them, don't you?  You don't send out a
&gt; telepathic message.  Finding Joe, is simple a case of asking people if
&gt; they've seen him - they might not know who you mean and will need a
&gt; description - they might even assume you mean a different Joe and direct you
&gt; to the wrong one.
&gt; 
&gt; The same goes for mail - you're at the mercy of the local population to
&gt; deliver the mail.  It might seem a little harsh, but it does add flavour to
&gt; the game.  If you want to keep in contact with someone, then you make
&gt; arrangements to meet up, rather than disappearing off into the wilderness
&gt; and then expecting to find them straight away when you come back.

Problem...my world is a little large...however if you knew where Joe lived
you could drop a letter at his house (or even wait at his house for him).
Equally there is no reason why you couldn't phone him up if he had a mobile 
phone...

However I think OOC channels are important to have, as a lot of players
are friends and do like to chat about OOC stuff.  It is particularly 
important when death will result in you getting a new body (and thus 
name+description), forcing you to remeet everyone.  At least OOC (using
your soul/login name to talk with) is a constant factor.

KaVir.

</PRE>

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<li><strong><A NAME="00353" HREF="msg00353.html">Communication [was Introductions and..]</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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<LI><STRONG><A NAME="00314" HREF="msg00314.html">Re: [MUD-Dev]  Introductions and</A></STRONG>
<UL><LI><EM>From:</EM> Maddy &lt;maddy#fysh,org&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Introductions and descriptions</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00471" HREF="msg00471.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Tue 02 Dec 1997, 22:13 GMT
</LI>
</ul>
<LI><strong><A NAME="00679" HREF="msg00679.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:09 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00464" HREF="msg00464.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Mon 01 Dec 1997, 16:07 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00314" HREF="msg00314.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 19 Nov 1997, 10:14 GMT
<UL>
<LI><strong><A NAME="00316" HREF="msg00316.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 19 Nov 1997, 21:18 GMT
<UL>
<LI><strong><A NAME="00353" HREF="msg00353.html">Communication [was Introductions and..]</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 22 Nov 1997, 16:22 GMT
<UL>
<LI><strong><A NAME="00359" HREF="msg00359.html">Re: [MUD-Dev]  Communication [was Introductions and..]</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 22 Nov 1997, 20:27 GMT
<UL>
<LI><strong><A NAME="00362" HREF="msg00362.html">Re: [MUD-Dev]  Communication [was Introductions and..]</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sat 22 Nov 1997, 22:29 GMT
<UL>
<LI><strong><A NAME="00363" HREF="msg00363.html">Re: [MUD-Dev]  Communication [was Introductions and..]</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 23 Nov 1997, 01:15 GMT
</LI>
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