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<H1>Re: [MUD-Dev]  Modeling spells/skills as collections of affects</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]  Modeling spells/skills as collections of affects</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 01 Sep 1997 13:40:09 -0700</LI>
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<PRE>
At 01:31 PM 9/1/97 PST8PDT, you wrote:
&gt;R. Taslorian Games has recently produced a new paper RPG called Fuzion,
&gt;which is a merging of the Hero System and the system used by Cyberpunk
&gt;2020.  The core rules for the system are available on their web site, as
&gt;both web pages and an Adobe Acrobat file.  Although it doesn't have 
&gt;anything resembling the full breadth of Hero's power system, it may give
&gt;you a taste of what it's like.  You can check it out at:

The big problem with Fuzion is that it is missign (currently ast least)
exactly the component that makes Hero inetrestign for this applciation--
the generic system for building powers and such.  Although its chaarcter
generation system is in some ways improved, and the whoel game simplified
for thsoe who couldn't handle hero's logic and build their own
environments, its not r3eally appropriate for what we are disucssing.

JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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<LI><STRONG><A NAME="00966" HREF="msg00966.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></STRONG>
<UL><LI><EM>From:</EM> "Travis Casey" &lt;efindel#io,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00936" HREF="msg00936.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 04:59 GMT
<UL>
<LI><strong><A NAME="00937" HREF="msg00937.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 05:33 GMT
</LI>
<LI><strong><A NAME="01053" HREF="msg01053.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 03 Sep 1997, 18:44 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00966" HREF="msg00966.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 20:30 GMT
<UL>
<LI><strong><A NAME="00967" HREF="msg00967.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 20:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00969" HREF="msg00969.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 21:11 GMT
<UL>
<LI><strong><A NAME="00980" HREF="msg00980.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 02 Sep 1997, 00:52 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00979" HREF="msg00979.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Tue 02 Sep 1997, 00:21 GMT
<UL>
<LI><strong><A NAME="00984" HREF="msg00984.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 02 Sep 1997, 01:25 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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