1997Q4/
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<H1>Re: [MUD-Dev]	OT: forests and such</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]	OT: forests and such</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Thu, 4 Dec 97 08:19:41 MST</LI>
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<PRE>
[Ola F:]

:Anyway, maybe it would be better to include human culture in a
:evolution mechanism (if possible). I think that would add depth to the
:overall experience.  I get a distinct feeling of presence when I walk
:around here, the presence of previous generations' lives.  That's a
:pretty magnificient feeling.  I believe Tolkien captures some of this.
:Everyone should be able to sense this in Pantheon or Colloseum in
:Rome.	I suspect that knowing something about their lives adds to this
:feeling.  I don't feel this presence as much in old buildings in
:museums, I guess the knowledge that the remains of the past is where
:they were left by the people at the time is important to the
:sensation.  I'm not after realism myself, but I think it would be
:interesting to play a mud in which you walked in a reproduction of an
:actual cultural landscape. And I'm not talking Rome or any other big
:and wellknown place. I'm thinking of more remote and typical areas for
:that time.

You're lucky to be able to feel that! Most of the Americas is just too
new, in terms of permanent effects. The natives left things scattered
around, but most are hard to notice, and they are very scattered! What
you describe reminds me a lot of the feeling I get when reading some
of Andre Norton's witchworld stories. I'd love to play in or work in
a MUD properly based on that world!

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: BUILDERS: Ferries</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00553" HREF="msg00553.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 09 Dec 1997, 06:05 GMT
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</ul>
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<LI><strong><A NAME="00687" HREF="msg00687.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 07:20 GMT
<UL>
<LI><strong><A NAME="00879" HREF="msg00879.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 19 Dec 1997, 17:59 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00508" HREF="msg00508.html">RE: [MUD-Dev]  Seminal Designs, WAS: Alignment</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 06 Dec 1997, 00:04 GMT
<LI><strong><A NAME="00493" HREF="msg00493.html">Re: [MUD-Dev]	OT: forests and such</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 04 Dec 1997, 15:47 GMT
<LI><strong><A NAME="00490" HREF="msg00490.html">Re: BUILDERS: Ferries</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 04 Dec 1997, 06:41 GMT
<UL>
<LI><strong><A NAME="00499" HREF="msg00499.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Fri 05 Dec 1997, 02:24 GMT
<UL>
<LI><strong><A NAME="00506" HREF="msg00506.html">Re: BUILDERS: Ferries</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Fri 05 Dec 1997, 22:36 GMT
<UL>
<LI><strong><A NAME="00519" HREF="msg00519.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 07 Dec 1997, 19:19 GMT
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</UL></BLOCKQUOTE>

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