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Re: [MUD-Dev] Mud Settings
At 03:21 PM 12/27/97 PST8PDT, Greg Munt wrote:
>The 'traditional' mud is set in a fantasy/medieval "Swords 'N' Sorcery"
>environment. The only alternative seems to be some sort of futuristic
>setting. (Please reply to this, if I'm wrong.)
These are certainly the Big Two: fantasy and science fiction. I've heard
of gothic horror, western, and 1930s gangland muds (as well as those based
on Pern, Amber, and other quasi-fantasy/SF fiction), but, as with paper
role playing games, fantasy and SF are orders of magnitude more popular
than the runners-up.
I think this is because fantasy and to a lesser extent science fiction, are
more overtly heroic than other genres. That is, they are more amenable to
use of heroic and anti-heroic archetypes than are the others.
--
Mike Sellers Chief Alchemist -- Online Alchemy mike#online-alchemy,com
"One of the most difficult tasks men can perform, however much others
may despise it, is the invention of good games. And it cannot be done
by men out of touch with their instinctive values." - Carl Jung
- Thread context:
- Re: [MUD-Dev] The impact of the web on muds, (continued)
- Re: [MUD-Dev] The impact of the web on muds,
Mike Sellers mike#online-alchemy,com, Wed 21 Jan 1998, 16:30 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Brandon J. Rickman ashes#pc4,zennet.com, Thu 22 Jan 1998, 07:30 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Brandon J. Rickman ashes#pc4,zennet.com, Sun 25 Jan 1998, 23:14 GMT
- Re: [MUD-Dev] Mud Settings,
Mike Sellers mike#online-alchemy,com, Fri 02 Jan 1998, 21:21 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 01 Jan 1998, 23:19 GMT
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