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<H1>Re: [MUD-Dev] META: FAQ and Thread Summaries</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] META: FAQ and Thread Summaries</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Tue, 09 Dec 97 10:14:34 -0800</LI>
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<PRE>
On 03/12/97 at 08:26 PM, "Brandon J. Rickman" <ashes#pc4,zennet.com> said:
>On Wed, 3 Dec 1997, Adam Wiggins <nightfall#user1,inficad.com> wrote:
>>[coder#ibm,net:]
>>> Deduced reasons: Partly it is as trivial as vocabulary (we have evolved
>>> our own terminology and connotation frame), partly it is reference frame
>>
>>People are getting confused by constant references to Bubba? :)
>Making common vocabulary and references clearer would be useful, but
>might lead to heated discussion of "What is a spoof?" and "Could the
>Great God GooGoo create a rock so big he couldn't life it?"
FWLIW The discussion of spoofs, watchers, affects, and Affects, their base
scenarios, and limits occupied a few thousand messages in the early days
of the CC list.
>Here is the kind of information I would be interested in sharing, is this
>too much, too vague? Should I just put it all in my .sig?
>[my secret agenda -- SPOILER!]
>Brandon Rickman - currently a graduate student, University of California
>Los Angeles, department of design. ashes#zennet,com
>Favorite characters: Shoehorn, Motch
>Favorite scenarios:
>- [Shoehorn and the rabbits]
>Favorite concepts:
>- Big Universe: a game world so large all the characters would be unable
>to cumulatively explore it in less than ten days.
>- randomness versus indeterminacy
>- storytelling should be concerned with what the player is interested in,
>not with simulation.
>- decaying details
>more info: http://...
>[end of my secret agenda]
Quite. I like the idea of collecting such self-written bios for the list.
For myself I'd stray to something more like:
--<cut>--
J C Lawrence, "Chris", "ChrisL" -- contract programmer, MUD-Dev list
owner. Addresses: coder#ibm,net, claw#null,net, and various client
specific addresses. Key tems:
Bubba, Boffo, Bernie, Biff, etc: Archetypal MUD playuers or NPCs used
in scenarios.
Spoofs: (definition)
Watchers:(definition)
GoP: (definition)
...etc
Key concepts:
Not interested in RP. Goal oriented games are possible with free user
programming. Proponent of disk based servers as versus in-memory. Heavy
proponent of hands-off administration and game systems designed to
obfuscate standard administration/social game problems by side-effect.
Proponent of persistant worlds (no resets or repops EVER), level-less
skill-based systems, total logical seperation of body and character.
body-stealing, single character controlling multiple simultaneous bodies,
account/ID/character logins, data-base-style persistant stores with
rollbacks for time travel, nested command lines, etc... --<cut>--
I'd then list the scenarios in a seperate area, collected with the various
other scenarios from other members.
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
</PRE>
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<li><strong><A NAME="00700" HREF="msg00700.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>
<ul compact><li><em>From:</em> Marian Griffith <gryphon#iaehv,nl></li></ul>
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<LI><STRONG><A NAME="00486" HREF="msg00486.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" <ashes#pc4,zennet.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Circumstances & Situations</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
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<LI><strong><A NAME="00932" HREF="msg00932.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 23 Dec 1997, 07:32 GMT
<UL>
<LI><strong><A NAME="01039" HREF="msg01039.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 31 Dec 1997, 01:08 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00520" HREF="msg00520.html">Re: BUILDERS: Ferries</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 07 Dec 1997, 20:54 GMT
</LI>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00486" HREF="msg00486.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 04 Dec 1997, 02:15 GMT
<UL>
<LI><strong><A NAME="00578" HREF="msg00578.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 09 Dec 1997, 18:24 GMT
<UL>
<LI><strong><A NAME="00700" HREF="msg00700.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 11 Dec 1997, 17:48 GMT
<UL>
<LI><strong><A NAME="00707" HREF="msg00707.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 22:51 GMT
</LI>
</UL>
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</UL>
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<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00596" HREF="msg00596.html">Re: [MUD-Dev] META: FAQ and Thread Summaries</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Tue 09 Dec 1997, 22:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00481" HREF="msg00481.html">Alignment</A></strong>,
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Wed 03 Dec 1997, 20:56 GMT
</LI>
</UL></BLOCKQUOTE>
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