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<H1>Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</H1>
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<LI><em>To</em>: Mud Dev Mailing list <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI>
<LI><em>Date</em>: Thu, 23 Dec 1999 12:17:50 -0600 (EST)</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, 23 Dec 1999, Marian Griffith wrote:
> In <URL:<A HREF="news:local.muddev">news:local.muddev</A>> on Thu 16 Dec, Adam Wiggins wrote:
> > All players need are some simple tools to be able to aquire information about
> > their world without needing it to come from a room description. For example,
> > the ability to "scan" is something left out of many muds, which I consider
> > a serious problem.
>
> I think 'scan' is a crude way to work around the -real- problem that
> most muds do not have any from of 'line of sight' You can not look
> into the next room, even if it is supposed to be the same street or
> market square. The implementations I have seen allow players to look
> around corners, which is equally silly as the absence of scan.
I'm not sure what the "scan" you're talking about is, but the LPs I've
been on do have a crude form of line of sight. You can "look <direction>"
to see what's in the next "room" in that direction on most LPs, and on
many you can "peer <direction>" to see into the next five rooms in that
direction (presuming there are that many rooms in that direction).
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'_)
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<LI><STRONG><A NAME="00760" HREF="msg00760.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith <gryphon#iaehv,nl></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00542" HREF="msg00542.html">RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Joe Andrieu <a href="mailto:joe#andrieu,net">joe#andrieu,net</a>, Tue 07 Dec 1999, 23:10 GMT
</LI>
</ul>
<LI><strong><A NAME="00615" HREF="msg00615.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Thu 16 Dec 1999, 23:13 GMT
<UL>
<LI><strong><A NAME="00629" HREF="msg00629.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 17 Dec 1999, 01:04 GMT
<UL>
<LI><strong><A NAME="00760" HREF="msg00760.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 23 Dec 1999, 17:00 GMT
<UL>
<LI><strong><A NAME="00774" HREF="msg00774.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 23 Dec 1999, 19:54 GMT
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<LI><strong><A NAME="00535" HREF="msg00535.html">RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Tue 07 Dec 1999, 02:27 GMT
<UL>
<LI><strong><A NAME="00536" HREF="msg00536.html">RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 07 Dec 1999, 05:01 GMT
</LI>
</UL>
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<LI><strong><A NAME="00540" HREF="msg00540.html">RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Tue 07 Dec 1999, 16:20 GMT
</LI>
<LI><strong><A NAME="00639" HREF="msg00639.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>,
Scatter <a href="mailto:scatter#thevortex,com">scatter#thevortex,com</a>, Fri 17 Dec 1999, 17:06 GMT
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