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<H1>Re: [MUD-Dev]  Mud Settings</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]  Mud Settings</LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Tue, 30 Dec 1997 23:52:52 +0000 (GMT)</LI>
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<PRE>
On Sun, 28 Dec 1997, Jon A. Lambert wrote:
&gt; On 27 Dec 97 at 15:21, Greg Munt wrote:

[plenty snipped]

&gt; lines of the Saint, Avengers, or James Bond?  1920's American gangland or 
&gt; the American wild west of the 1890's have provided rather interesting 
&gt; subjects of FTF FRPG games.

Chicago gangsters was one of the themes I considered making a mud out of.
I can imagine it being quite fun and highly camp.  Tongue firmly in cheek.
I think there was a MUSH based on Cheers (tv)...  Can't imagine that as
being any playable, me and my limited imagination...

&gt; &gt; Has anyone ever considered taking this medieval setting, with its 
&gt; &gt; interfering gods, its magic, and its powerful heroes, and moving forward
&gt; &gt; in history, to a contemporary (or perhaps futuristic) setting? Has this
&gt; &gt; been done before, only I never knew about it?

As Travis mentioned, ShadowrunMUSH (which is apparently quite good) is
based on Shadowrun (also quite good, owner of a rulebook).  My fave bit is
the way Shadowrun explained the reoccurrance of all the fantasy creatures
by mana cycles.  We should have goblinized a year back though.

Anyway, you want alternative themes for your mud?  Just pop on mud
connector and look around.  Or any mud mailing list.  Look at PBeM &amp; rpg
games for inspiration.  Watch a film and figure if it could work as a mud.
It does help to have examined a few systems though, so you can draw the
'best' or 'appropriate' mechanisms for your sparkling mud.

&gt; &gt; Does anyone have a world with a detailed history?

Just sit and doodle to your heart's contend, and hey presto!  Seriously, I
think one of the better methods of creating a world with detailed history
is to play it as a game of some sort and writing it up afterwards.  Take
Twilight 2000 for example (I think that's the name of the paper rpg):  For
a few weeks/months, the staff played something they called 'The Game'.  It
was a strategy + diplomacy sorta affair based on the political situation
of the world at the time.  The staff all took it seriously, playing each
country to their best interest.  The end result was an alternative reality
complete with consistant history.

Hmm.. In fact, I might try doing this one day.  Anyone willing to play? ;)

Final note:  I have doodled a several semi-working systems for muds/games
which are so Out of Context that I can't think of a conventional genre for
them.  One of them had the players pretending to be balls of gas bouncing
around the upper atmosphere of a gas giant, movement using jetstreams,
killing involved forcing the opponent to the high pressure areas and food
was electricity from storms and so forth.  An even weirder one threw the
laws of physics out the window and it was almost abstract (yet complex).
At least all the players were on the same footing initially. :)

  |    Kilo Lima Lima Oscar dash Niner Four, over and out.        ---o
_O_O_  Electronic and Electrical Division, Loughborough Corp.    &lt;+=+=+&gt;


</PRE>

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<li><strong><A NAME="01036" HREF="msg01036.html">Re: [MUD-Dev]  Mud Settings</A></strong>
<ul compact><li><em>From:</em> Stephen Zepp &lt;zoran#enid,com&gt;</li></ul>
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<LI><STRONG><A NAME="00993" HREF="msg00993.html">Re: [MUD-Dev]  Mud Settings</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Task Parsing</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01040" HREF="msg01040.html">Re: [MUD-Dev] Task Parsing</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 31 Dec 1997, 04:33 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00979" HREF="msg00979.html">Mud Settings</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 27 Dec 1997, 15:40 GMT
<UL>
<LI><strong><A NAME="00993" HREF="msg00993.html">Re: [MUD-Dev]  Mud Settings</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 28 Dec 1997, 10:34 GMT
<UL>
<LI><strong><A NAME="00995" HREF="msg00995.html">Re: [MUD-Dev] Mud Settings</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sun 28 Dec 1997, 17:58 GMT
</LI>
<LI><strong><A NAME="01035" HREF="msg01035.html">Re: [MUD-Dev]  Mud Settings</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 30 Dec 1997, 23:52 GMT
<UL>
<LI><strong><A NAME="01036" HREF="msg01036.html">Re: [MUD-Dev]  Mud Settings</A></strong>, 
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Wed 31 Dec 1997, 00:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01003" HREF="msg01003.html">Re: [MUD-Dev]  Mud Settings</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Mon 29 Dec 1997, 19:35 GMT
<UL>
<LI><strong><A NAME="01030" HREF="msg01030.html">Re: [MUD-Dev]  Mud Settings</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 30 Dec 1997, 20:36 GMT
<UL>
<LI><strong><A NAME="01033" HREF="msg01033.html">Re: [MUD-Dev] OT: Mud Settings</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Tue 30 Dec 1997, 22:27 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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