[MUD-Dev] (no subject)

Koster Koster
Tue Nov 23 23:02:34 New Zealand Daylight Time 1999


> -----Original Message-----
> From: Travis Casey [mailto:efindel at polaris.net]
> Sent: Tuesday, November 23, 1999 2:23 PM
> To: mud-dev at kanga.nu
> Subject: Re[5]: [MUD-Dev] (no subject)
> 
> 
> On Tuesday, Tuesday, November 23, 1999, Travis Casey wrote:
> > On Monday, November 22, 1999, Marian Griffith wrote:
> >> On Sun 21 Nov, Travis Casey wrote:
> 
> Following up to myself here...

OK, so maybe I don't disagree with Travis after all. All of his points are
spot on. :)

I do still think that the number of viable paradigms for mud design that
exist after 20+ years of history is surprisingly large. Yes, those paradigms
sure don't tend to evolve much, and we've all felt that stagnation. But it's
still more viable paradigms than are extant today in paper RPGing... viable
in the sense that they have (mostly) stood the test of time, whereas most
overall forms of paper RPGs have not.

-Raph




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