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<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</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] Hard Sci-fi muds was Character evolution</LI>
<LI><em>From</em>: Adam Wiggins <<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>></LI>
<LI><em>Date</em>: Fri, 19 Sep 1997 00:18:42 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
[Chris G:]
> :So tell me again why you are keeping track of an uninteresting place
> :where no one ever goes?
>
> Well, all of the real world was essentially "uninteresting" at some
> point - i.e. the interesting things in it hadn't been discovered yet.
> A lot of what makes an area interesting are the things that players
> and builders have done to it. Someone looking to start from scratch
> will *want* to go out into an "uninteresting" area. If there are enough
> in-game mechanisms available, then you don't even have to be an official
> "builder" to do it - just take you trusty axe and some other tools, and
> go build yourself a cabin in the woods. Perhaps others will join you,
> and you can create a new town.
>
> Requires lots of in-game support systems, but if they are there, then
> there *are* reasons for going to "uninteresting" places.
Imagine the mud where the (known) locations were over-populated and
over-developed. In this case, finding a virgin strip of flatland would
be a practical gold mine...
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<LI><STRONG><A NAME="01261" HREF="msg01261.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01303" HREF="msg01303.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:02 GMT
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</ul>
<LI><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:02 GMT
</LI>
<LI><strong><A NAME="01254" HREF="msg01254.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:03 GMT
</LI>
<LI><strong><A NAME="01261" HREF="msg01261.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 14:46 GMT
<UL>
<LI><strong><A NAME="01272" HREF="msg01272.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Fri 19 Sep 1997, 07:18 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01268" HREF="msg01268.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Fri 19 Sep 1997, 00:16 GMT
<UL>
<LI><strong><A NAME="01346" HREF="msg01346.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 21 Sep 1997, 22:59 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01358" HREF="msg01358.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 22 Sep 1997, 06:51 GMT
<UL>
<LI><strong><A NAME="01382" HREF="msg01382.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Tue 23 Sep 1997, 07:12 GMT
</LI>
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