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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>: "Brian Price" &lt;<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>&gt;</LI>
<LI><em>Date</em>: Mon, 1 Sep 1997 20:39:07 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;blprice#bedford,net&gt;</LI>
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<PRE>
Hmm.. looks like I'm SOL unless someone has a scanner and zips me a 
gif... sigh.  Would it be possible to post an abstract of the system 
that outlined in very general terms the approach used by the Hero 
system?   (I'm stuck _way_ out in the boondocks).

&gt; Date:          Mon, 1 Sep 1997 14:13:20 PST8PDT
&gt; From:          "Travis Casey" &lt;efindel#io,com&gt;
&gt; Jeff Kesselman &lt;jeffk#tenetwork,com&gt; wrote:
&gt; &gt; Travis Casey &lt;efindel#io,com&gt; wrote:
&gt; &gt; 
&gt; &gt; &gt;R. Taslorian Games has recently produced a new paper RPG called Fuzion,
&gt; &gt; &gt;which is a merging of the Hero System and the system used by Cyberpunk
&gt; &gt; &gt;2020.  The core rules for the system are available on their web site, as
&gt; &gt; &gt;both web pages and an Adobe Acrobat file.  Although it doesn't have 
&gt; &gt; &gt;anything resembling the full breadth of Hero's power system, it may give
&gt; &gt; &gt;you a taste of what it's like.  You can check it out at:
&gt; &gt; 
&gt; &gt; The big problem with Fuzion is that it is missign (currently ast least)
&gt; &gt; exactly the component that makes Hero inetrestign for this applciation--
&gt; &gt; the generic system for building powers and such.  Although its chaarcter
&gt; &gt; generation system is in some ways improved, and the whoel game simplified
&gt; &gt; for thsoe who couldn't handle hero's logic and build their own
&gt; &gt; environments, its not r3eally appropriate for what we are disucssing.
&gt; 
&gt; I know... that's why I said that "Although it doesn't have anything 
&gt; resembling the full breadth of Hero's power system, it may give you a
&gt; taste of what it's like."  I thought it might be useful to give people
&gt; a look at how powers are handled generically with special effects used
&gt; to customize them by how the power works, and give them a look at a
&gt; point-based system.  Of course, if they want to learn more about the
&gt; system by which the powers in Fuzion were built, they'll need to find
&gt; a copy of 4th edition Champions to look over.

Brian Price aka Delver &lt;blprice#bedford,net&gt;

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<li><strong><A NAME="00984" HREF="msg00984.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
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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="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>
<LI><strong><A NAME="00982" HREF="msg00982.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, 01:03 GMT
</LI>
<LI><strong><A NAME="00992" HREF="msg00992.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>, Tue 02 Sep 1997, 02:46 GMT
<UL>
<LI><strong><A NAME="01017" HREF="msg01017.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Tue 02 Sep 1997, 18:12 GMT
</LI>
</UL>
</LI>
</ul>
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</UL></BLOCKQUOTE>

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