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<H1>RE: [MUD-Dev] Different approaches?</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Different approaches?</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 17 Jun 1999 13:24:36 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

&gt; -----Original Message-----
&gt; From: Dani Dumitrescu [<A  HREF="mailto:recuperating#home,com">mailto:recuperating#home,com</A>]
&gt; Sent: Wednesday, June 16, 1999 11:16 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: [MUD-Dev] Different approaches?
&gt; 
&gt; 
&gt; Hello everyone,
&gt; 
&gt; I was just wondering if anyone has ever tried any completely different
&gt; approaches to MUDs. I mean, every MUD (that I've heard of anyway) puts
&gt; the player in control of one character. Has anyone ever tried 
&gt; making the
&gt; players run their own country say, or something along those lines?

There's JCL's thing, of course. :)

Todd McKimmey aka Rufus of LegendMUD has been working on a mud where you
actually run part of a space empire (rooms become planets, etc). I am not
sure whether he's using completely from-scratch code or whether he's using
Legend's code as a base at this point.  Last I heard, planets had
populations with varying moods based on reousrces, taxes, treatment, etc,
and you as an invisible controller walked around the galaxy...

-Raph


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] i got's a question for yall on the best way to dosomething..</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00855" HREF="msg00855.html">Re: [MUD-Dev] i got's a question for yall on the best way to dosomething..</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 18 Jun 1999, 20:42 GMT
<UL>
<LI><strong><A NAME="00860" HREF="msg00860.html">Re: [MUD-Dev] i got's a question for yall on the best way to  dosomething..</A></strong>, 
Jp Calderone <a href="mailto:exarkun#flashmail,com">exarkun#flashmail,com</a>, Sat 19 Jun 1999, 03:23 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00844" HREF="msg00844.html">Re: [MUD-Dev] i got's a question for yall on the best way to dosomething..</A></strong>, 
PartyG2816 <a href="mailto:PartyG2816#aol,com">PartyG2816#aol,com</a>, Thu 17 Jun 1999, 23:36 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00841" HREF="msg00841.html">[MUD-Dev] Game Design [Simulation]</A></strong>, 
Justin Lockshaw <a href="mailto:JustinL#HQ,Autoweb.com">JustinL#HQ,Autoweb.com</a>, Thu 17 Jun 1999, 21:48 GMT
<LI><strong><A NAME="00837" HREF="msg00837.html">RE: [MUD-Dev] Different approaches?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 17 Jun 1999, 18:31 GMT
<LI><strong><A NAME="00834" HREF="msg00834.html">[MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
PartyG2816 <a href="mailto:PartyG2816#aol,com">PartyG2816#aol,com</a>, Thu 17 Jun 1999, 15:38 GMT
<UL>
<LI><strong><A NAME="00838" HREF="msg00838.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
Jim Clark <a href="mailto:somewhere#sprint,ca">somewhere#sprint,ca</a>, Thu 17 Jun 1999, 21:48 GMT
</LI>
<LI><strong><A NAME="00840" HREF="msg00840.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
Marc Hernandez <a href="mailto:marc#ias,jb.com">marc#ias,jb.com</a>, Thu 17 Jun 1999, 21:48 GMT
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</UL>
</LI>
<LI><strong><A NAME="00827" HREF="msg00827.html">[MUD-Dev] 3D Anarchy</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 17 Jun 1999, 15:37 GMT
</UL></BLOCKQUOTE>

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