HDTenEightyP/NetNews huggingface dataset:
From: goehring@mentor.cc.purdue.edu (Scott Goehring)
Newsgroups: rec.games.mud
Subject: Re: New News Group
Date: 7 Apr 92 21:56:34 GMT
	<rt2q7INNdao@agate.berkeley.edu>
Reply-To: goehring@mentor.cc.purdue.edu
Distribution: usa
Organization: Purdue University Computing Center

alansz@cogsci.Berkeley.EDU (Alan Schwartz) writes:

[csteele's proposal deleted.  you wanna read it, you go find it]

>The rec.games.mud.code is also a pretty good idea, since people often
>want to know where code is, or how to put it up. I think that once
>the groups are split like this, rec.games.mud.announce will be
>unnecessary, as the traffic split up shouldn't be too bad.

If we go and split up into (n) dozen groups, I want rgm.announce.  As
it is, I have to read all the groups anyway (to catch mud
announcements).  If we make an .announce group (and, better yet,
moderate it, yeah yeah, and better yet, let me moderate it, yeah yeah
yeah), I won't have to work as hard (although I'll probably end up
reading all n groups anyway).

I see .announce as a place to post:

1) FAQLs as appropriate
2) mudlist(s)
3) open/close/move announcements
4) *MAJOR* event announcements (i.e. pern mating flights).  I am
   dubious on the issue of announcing MUD weddings.
5) source release announcements

Having a moderator will avoid multiple people posting about the same
thing (hopefully), and will help to avoid postings of a highly silly
nature.

Of course, I have an ulterior motive; if I'm moderating it, I get to
read all the submissions (which will include a lot of mud
announcements), which makes it easier to maintain my mudlist. :)

BTW, to anybody maintaining a mudlist: I am more than willing to share
information.  Contact me (at scg@mentor.cc.purdue.edu) if you maintain
a mudlist, either general or specialized, and wish to cooperate.

--
Just because the law is irrational doesn't mean they can't put you in jail for
violating it.
		-- Henry Spencer (henry@zoo.toronto.edu)
Xref: sparky rec.games.mud:4542 rec.games.mud.lp:1429
From: mike@lonestar.utsa.edu (Mike D. Thornton)
Newsgroups: rec.games.mud,rec.games.mud.lp
Subject: Re: top mud pleeeeze!!!
Date: 6 Apr 92 18:56:41 GMT
Article-I.D.: ringer.1992Apr6.185641.13061
Organization: University of Texas at San Antonio

In article <1992Apr6.181436.11429@ringer.cs.utsa.edu> maudlin@lonestar.utsa.edu (Alex L. Mauldin) writes:
>
>    Topmud has been "terminated" by the Lonestar administrator.
>
>    Send any complaints to:  senseman@lonestar.utsa.edu
>
>    Maybe if he gets enough complaints ...
>
>
If you can think of any better way to totally piss off a sysadmin,
then try it and see what happens. I think someone tried this on 
another mud and it seemed to spark a lot of controversy and hundreds
of net-replies. Please don't bug the sysadmin. If you want a reason
as to why the mud went down, mail a game god.

-- 
          If you don't make mistakes, you don't make anything.
                                                      --Unknown
--
     Michael Thornton      mike@lonestar.utsa.edu     UT San Antonio
From: goehring@mentor.cc.purdue.edu (Scott Goehring)
Newsgroups: rec.games.mud
Subject: Re: Newsgroups and the like.
Date: 13 Apr 92 13:58:45 GMT
Reply-To: goehring@mentor.cc.purdue.edu
Organization: Purdue University Computing Center

brombadc@HYDRA.ROSE-HULMAN.EDU (Dave Brombaugh) writes:

>One final comment/thought - what are the newsgroups alt.mud and
>alt.mud.lp for?  The volume out there is about 15 and 3/week,
>respectively.  Why don't we begin to filter over into those
>newsgroups, or are they not for public discussions of
>mud/mush/duse/diku/etc's?

Alt.mud should not exist.  It was a precursor to rec.games.mud, and is
supposed to be gone.  Some sites alias it to rec.games.mud.

Alt.mud.lp should not exist.  It was a precursor to rec.games.mud.lp,
and is supposed to be gone.  Some sites alias it to rec.games.mud.lp.

Alt.mud has better distribution than alt.mud.lp.  Very little of any
content is posted in either group.
--
Most system flaws can be attributed to unwarrantedly anthropomorphizing the
user.
	-- T.C.Bennett@syse.salford.ac.uk
From: n8745158@animal.cc.wwu.edu (Nihongo Dekiru?)
Newsgroups: rec.games.mud
Subject: TSUNAMI
Date: 13 Apr 92 22:53:59 GMT
Article-I.D.: animal.n8745158.703205639
Organization: Western Washington University

Tsunami will be connectable via pc's
at 1800tsunami in june.

	-Atsuko
Xref: sparky rec.games.mud:4916 rec.games.mud.lp:1523 alt.mud.lp:226
From: awhitloc@ringer.cs.utsa.edu (Andrea Whitlock)
Newsgroups: rec.games.mud,rec.games.mud.lp,alt.mud,alt.mud.lp
Subject: Dearest TOP MUD wizards,
Summary: Top Mud castles availble to wizards
Keywords: Top Mud
Date: 14 Apr 92 20:47:02 GMT
Article-I.D.: ringer.1992Apr14.204702.9318
Organization: University of Texas at San Antonio

We now have TOP MUD safely on another machine here at UTSA.  We are
in the process of tarring and uuencoding castles.  Mail either
awhitloc@ringer.cs.utsa.edu or jmakusky@ringer.cs.utsa.edu if you
want a copy of your castle.  We will send it to the address on your
mail message unless you request otherwise.

We are still checking into running Top Mud on Lonestar once the
system adminstration switches; and there is also a possiblity that
we can run it on naiad (the machine we're using to tar and uuencode)
in the fall, but it's just a possibility... 

I will post again when we know if we can run it on Lonestar again in
the near future or if we'll have to wait until the fall to see.

Nice knowing all of you...

Andrea (Toonsis)
From: gb1d+@andrew.cmu.edu (Gregory Joseph Blake)
Newsgroups: rec.games.mud
Subject: Procom and mudding
Date: 11 Apr 92 03:58:23 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Ok, question about procom, I have a friend who is running it and connecting
to an unterMUD, which only sends a <cr> at the end of a line (or is that a line
feed? I think just a carraige return).  So...how can she set it so that procom
will advance a line for this.  She is on a VMS system and as far as I know, the
only way to deal with it is setting newlines. Is there a way to do this within
Procomm?
any help is greatly appreciated
thanks!
snooze
--
| US-Snail: Gregory J. Blake              |
|           5326 Fifth Ave - Apt. 3       | email:
|           Pittsburgh, PA   15232        |   gb1d+@andrew.cmu.edu
|                                         |   r746gb1d@vb.cc.cmu.edu
| Phone:    (412) MUD-9876                |   gregb@gnu.ai.mit.edu
                  ^^note...new
------------------------------------------------------------------------------
Killing, hugging, what's the diff? - Claire
______________________________________________________________________________
"Dark is a way and light is a place..." - Dylan Thomas
______________________________________________________________________________
Newsgroups: rec.games.mud
From: worlds@dogstar.Colorado.edu (Mud Admin)
Subject: Re: More thoughts on r.g.m. split
Keywords: rec.games.mud, split
Organization: University of Colorado, Boulder
Date: Thu, 16 Apr 1992 05:28:04 GMT

gt6525c@prism.gatech.EDU (gt6525c GALLATY,DAMON JAKOB) writes:
>One thing to keep in mind is that if/when the split occurs, people should
>USE the separate newsgroups. Case in point:

>Notice how LP-MUD stuff is still the highest in volume on r.g.m., despite
>the creation of rec.games.mud.lp. Now, I'm all for a split of some sort
>(exactly what, I'm not sure yet), but if we're going to do it, we need
>to make use of the groups that come out of it. I realize that LP-traffic
>has probably gone down since r.g.m.lp was created, but the optimal
>result would be that LP-specific traffic should have one of the lowest
>volumes on rec.games.mud, having been mostly redirected to rec.games.mud.lp
>I guess what I'm trying to say is: LP players, wizzes, etc., unless you're
>trying to attract the attention of non-LP people, keep the posts to
>rec.games.mud.lp.

All of the LP posts that I see in rec.games.mud have generally been
from people I would classify as clueless in one way or another.
Either they don't know there's an rgm.lp, they don't care, or they
can't type, and make fools of themselves in front of all of us.

In all of these cases a politely worded email message to the person
in question should redirect their posts (or, in the last case, the
"You have new mail." message should confuse them for at least a month).

Posting countless messages that LP traffic should go elsewhere isn't
going to do very much, when those people who might actually respond
to them went there months ago.

Sulam
-- 
| This article is the individual opinion of a TMI Admin.
| The Mud Institute: dogstar.colorado.edu (128.138.248.32) 5555
|	        Ftp: 	     ""			""	   5554
| TMI serves as an information and development center for LPmuds.
Newsgroups: rec.games.mud
From: goehring@mentor.cc.purdue.edu (Scott Goehring)
Newsgroups: rec.games.mud
Subject: Re: TSUNAMI
Date: 13 Apr 92 23:55:42 GMT
Reply-To: goehring@mentor.cc.purdue.edu
Organization: Purdue University Computing Center

n8745158@animal.cc.wwu.edu (Nihongo Dekiru?) writes:

>Tsunami will be connectable via pc's at 1800tsunami in june.

Geez.  A mud on an 800 number.  Can I be your long distance provider?
I could make a mint that way....

I assume this is a joke; nobody could be so foolhardy as to put up a
mud on an 800 number and advertise it, unless he was planning on
not paying the charges.
--
Most system flaws can be attributed to unwarrantedly anthropomorphizing the
user.
	-- T.C.Bennett@syse.salford.ac.uk
From: agri@PA.ITD.COM (Howard/Dark_Lord/IOAG)
Newsgroups: rec.games.mud
Subject: Network Usage and you!
Date: 16 Apr 92 17:02:53 GMT
Article-I.D.: pa.9204161702.AA09252

Once again, YOU CAN find out EXACTLY how much resources any give mud is/has
consumed at any given moment.    Just choose one of these options!

1)  Get and compile the GNU version of time and and use the -v option.
2)  Read your man page on getrusage() and write a SIMPLE subroutime.
3)  Adapt the following for use in your mud.


#include <stdio.h>
#include <sys/time.h>
#include <sys/resource.h>

void do_usage ()
{
  int pid,psize;
  struct rusage usage;

  pid=getpid();
  psize=getpagesize();
  getrusage(RUSAGE_SELF, &usage);

printf("Process ID: %d\n", pid);
printf("Pagesize for this machine: %d\n", psize);
printf("User time used: %f\n", usage.ru_utime.tv_sec);
printf("System time used: %f\n", usage.ru_stime.tv_sec);
printf("Maximum resident memory in pages: %d\n", usage.ru_maxrss);
printf("Intergral resident memory: %d\n", usage.ru_idrss);
printf("Page faults NOT requiring physical I/O: %d\n", usage.ru_minflt);
printf("Page faults REQUIRING physical I/O: %d\n", usage.ru_majflt);
printf("Swaped out of main memory %d number of times.\n", usage.ru_nswap);
printf("Performed %d numbers of input servicing.\n", usage.ru_inblock);
printf("Performed %d numbers of output servicing.\n", usage.ru_oublock);
printf("Sent %d numbers of messages over a socket.\n", usage.ru_msgsnd);
printf("Received %d numbers of messages over a socket.\n", usage.ru_msgrcv);
printf("Received %d numbers of signals.\n", usage.ru_nsignals);
printf("Voluntarily context switched %d numbers of times.\n", usage.ru_nvcsw);
printf("Involuntarily context switched %d numbers of times.\n", usage.ru_nivcsw);
printf("Total amount of resident memory in bytes was %d\n",(usage.ru_maxrss * psize));
}

Jeesh,  Claudius@PythonMUCK did it.  Now a simple @stats tells any wizard 
EXACTLY how much resources the MUCK has consumed at any given moment INCLUDING
the network messages.


-- 
******************************************************************************
*                              Howard                                        *
*               Howard or Dark_Lord on most MUDS and BBSs                    *
*               Admin of AfterFive at pa.itd.com 9999   128.160.2.249 9999   *
******************************************************************************
Yeah, yeah, yeah, Standard disclaimer here.  I do NOT in any way shape or form
speak for ITD, SRSC, NASA, nor any other organization.   Everything contained
in this mail are my own personal thoughts and opinions.  Flame away.
Xref: sparky rec.games.mud:4644 rec.games.mud.lp:1457
From: scg@mentor.cc.purdue.edu (Scott Goehring -- Mudlist Administrator)
Newsgroups: rec.games.mud,rec.games.mud.lp,alt.mud
Subject: Administrators of record needed
Date: 8 Apr 92 15:46:24 GMT
Reply-To: scg@mentor.cc.purdue.edu
Followup-To: rec.games.mud
Organization: Society for the Prevention of National Mudding Associations

I still do not have mail addresses for the administrators/implementors/
head wizards/etc of the following muds.  If you have any useful information
regarding any of the below sites, please send me mail.

Scott

--------

AQ01 Wiley Mud (diku) coyote.cs.wmich.edu 141.218.40.40 2345
DJ63 LadLand (aber) lesti.hut.fi 130.233.224.21 6715
NJ66 LurkMud (lp) romulus.ehs.uiuc.edu 128.174.74.24 2345
LL51 (unnamed) (diku) muselab.ac.runet.edu 137.45.32.2 4123
SM30 Mustang MUD (aber) mustang.dell.com 143.166.224.42 6715
WK05 GaTrekMush (mush) foo.cad.gatech.edu 130.207.84.31 1701
MB71 Tyrann (aber) muselab.ac.runet.edu 137.45.32.2 6715
QY26 KREMLIN (lp) ub.d.umn.edu 131.212.32.6 6969
PK22 WanderLand (unter) amber.ecst.csuchico.edu 132.241.1.43 4201
SH99 Finnegan's Wake (lp) maxheadroom.agps.lanl.gov 192.12.184.10 2112
ZP86 QUEST! (diku) faraday.ee.utulsa.edu 129.244.56.67 4000
TN96 The Farside (lp) ugle.ncl.ac.uk 128.240.0.63 2500
AU36 Waterdeep (diku)   
CA32 UnMUD () loligo.cc.fsu.edu 128.186.2.99 6715
RF30 WolfMud (aber) b.cs.wvu.wvnet.edu 129.71.11.2 6969
AZ11 Albanian DikuMUD (diku) fred.indstate.edu 139.102.12.14 2150
WM94 Sky Realms (lp)   
NA20 Longhorn (aber) lisboa.cs.utexas.edu 128.83.139.10 6715
VE27 Temple (aber) bigboy.cis.temple.edu 129.32.32.98 6715
LF21 5th Dimension (lp) gauss.ifm.liu.se 130.236.50.9 3000
BW51 Abermuck I (aber) fert1.fe.psu.edu 146.186.62.131 6969
MD24 PixieMud (lp) elof.iit.edu 192.41.245.90 6969
NM73 Test Epic (diku) mccool.cbi.msstate.edu 130.18.104.2 9000
--
You're damn right we need a rational code of morality and ethics.  But not
much progress can be made in that direction while we've still got a majority
ranting about gods, devils, souls, and absolute morality, and using an ancient
book written by ignorant nomads as a guide.  -- Doug Graham (dgraham@bnr.ca)
Newsgroups: rec.games.mud
From: dfish@mindvox.phantom.com (Drowned Fish)
Subject: MUD
Organization: Phantom Access (tm), Mindvox BBS
Date: Sun, 5 Apr 1992 18:34:17 GMT


As my great granpappy once tole me as he set me upon his knee and
bounced me up and down (but that there's anuthah story).  

"You got . . ." Oh wait, maybe I can't share this wisdom with all of you, 

but anyway . . .

It's a GAME . . . it is TEXT . . . it is NOT real life.  If you find 
yourself in a situation where you cannot discern the difference between a 
line of text, and reality . . . then you have a LOT of problems.  The 
biggest by far is probably the fact that in lieu of a real life, you 
spend most of your time logged into a MUD.  

Dr. Fish would prescribe going outdoors on occasion, and perhaps spending 
a day or two doing something other than parking your ass in front of a 
monitor.

Dr0wned F!sh, Ph.D.

"Get a life, or perhaps lease to own!"
From: wjs@doc.ic.ac.uk (William Joseph Sharp)
Newsgroups: rec.games.mud
Subject: r.g.m. reorganization
Keywords: new group splitting
Date: 9 Apr 92 09:33:57 GMT
Organization: Department of Computing, Imperial College, London.

While splitting the group is all well and good for those who are just
interested in one type of mud - be it diku, lp, mush or whatever, but
I thought that this group was for the discussion of all aspects of muds,
and it would be a shame to split it. Also, as has happened with the split
of sf-lovers, some of the new groups have faded, loosing interest without
the support of other threads. In many areas, surely all types of mudders
would be interested in a thread, such as the aus banning of muds. 

I'm not against splitting the group, but surely the same effect could be 
achieved though a kill file, if all messages had sufficient description.

Just my 0.02 worth ...


-- 
|				   _\|/_
|				  /.\ /.\
|				  \_/|\_/
--				    \-/
From: dead@phantom.com (Bruce Fancher)
Newsgroups: rec.games.mud
Subject: Re: Mud rape?
Date: 15 Apr 92 03:53:15 GMT
Organization: Phantom Access (TM), node: MindVox

Regarding Mud Rape <snicker>

>Unfortunately, it happens. Sometimes it's part of a role play. More often,
>it's a character spoofing the actions of the character being raped in a
>public place against that person's wishes. And it's rather upsetting.
>
>The one time I saw it happen, I @toaded the bastard. No appeals.
>
>Marcia of Telgar.
>TinyTIM: foof.dorm.clarkson.edu 5440


"Go ahead... make my tick..."
Dirty Harry comes to muds...

Gee, I guess mud rape is a serious <giggle> psychological <snort!> torment.

-- 
Phantom Access (TM) node: MindVox
Xref: sparky rec.games.mud:4749 rec.games.mud.lp:1483
From: claudius@zeus.calpoly.edu (King_Claudius)
Newsgroups: rec.games.mud,rec.games.mud.lp
Subject: Re: rec.mud.divisions
Date: 10 Apr 92 16:36:47 GMT
Organization: California Polytechnic State University, San Luis Obispo

jasonp@cunix4.prime.com (Jason R. Pascucci) says:
>How about another line to split which I haven't really seen people
>discuss yet:
>
>Rec.Games.Mud.{Virtual||VR||Soc}: A newsgroup dedicated to discussing
>things from a Virtual Reality standpoint, the sociology of
>MU*'s. Unmoderated, of course, so Bruce can post his weenie-grams,
>people can flame him, Virtual announcements <The Romulans
>have all sprouted butt-heads, and may be right behind you!>,
>and other, more social aspects of the MUDding experience. 
>Usually the largest bandwidth of the bunch.

YEEEEEEES!  Finally someone who has a clue...MUDs are DEFINITELY the root of a
future of virtual reality.  Let's go thru some components:
  * multiplayer interaction
  * configurable/extendable universe
  * network reliance
  * programmability [at least most currrent MUDs]
  * distributed archetectures [Unter]

As someone else pointed out, sure we don't have the hardware...but that doesn't
mean it's not virtual reality.

I'm very tempted to say that rec.games.mud should be changed to rec.mud.*.
Why?  At least from the MUCK/MUSH/MOO/UNTER standpoint, the mud is no longer a
game...there's no goal or winning or losing.  I see VERY little in these
servers that resemble a 'game' in the traditional sense.

>Rec.Games.Mud.{Code||Servers||Tech}: A newsgroup dedicated
>to client and server code information, discussions on features, or
>questions on how it's supposed to work. Unmoderated,
>but flaming tolerance is low. 

Hmm...I'd rather have the division be between types of servers...it seems there
are the majority of readers who are interested in only one type of server.

>Rec.Games.Mud.Announce: A newsgroup dedicated
>to announcements. Moderated. <I know, I know,
>finding someone to moderate this group
>isn't a joy. I'll volunteer, but I'm sure
>there are people out there better equipped
>than I. More discussion on this will, I'm sure, ensue>

I don't think this is worth the time and effort to moderate...I would think
it would be easier to just let it be self-moderated and whenever you're looking
for info on your favourite game you do a quick search.  [I don't see it being a
place regularly subscribed to...]

><I'm partial to r.g.m.Virtual, and r.g.m.code.>
>
>A further suggestion that seperate FAQ's are kept for each
>group, but are posted bi-weekly, and crossposted to each of
>the other groups at that time. 

x-posting a 20k FAQ from rec.games.mud.vr to rec.games.mud.tech isn't really
worth the space it wastes...if you want to know something about a group, you
read it.

My suggestions:

rec.mud.vr
rec.mud.tiny (covers mud, muck, mush, moo?, unter?)
rec.mud.lp
rec.mud (basically an unmoderated rec.mud.announce)
rec.mud.announce (moderated)
-- 
VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE VOTE
---King Claudius---                                   claudius@zeus.calpoly.edu
Newsgroups: rec.games.mud
From: tevonp@aix.rpi.edu (Peter Kaine Tevonian)
Subject: Re: Net-Sex
Organization: Rensselaer Polytechnic Institute, Troy NY
Date: Mon, 6 Apr 1992 06:23:07 GMT

In article <ktvotsINNrho@network.ucsd.edu> cg108fbb@icogsci1.ucsd.edu ( **!ReVeLlAtIoN!**) writes:

>In article <1992Apr5.090050.11461@phantom.com> dead@phantom.com (Bruce Fancher) writes:
>>In article <92089.191518QTB100@psuvm.psu.edu> QTB100@psuvm.psu.edu (CUONG) writes:
>>	Not only is mud not reality, it is not even virtual reality.  Virtual
>>reality is a simulation which behaves as a facsimile of the real world and
>>presents itself as such to all of your senses.  Mud is just people typing

>I'm afraid that this is where you're wrong.  Why shouldn't
>text be as good a representation of reality as, say goggles
>and gloves?  My representation of a reality could be just as
>good as yours, and I don't see why MUD can't be as valid.
>

Stormy, what are you talking about? I think what he meant was that text is 
not as close to the "real world" (as we perceive it through our senses) as
graphical, tactile simulations. Graphical, auditory VRs are much more 
capable of convincing their users that the computer-generated world is 
"real." MUDs, on the other hand, are much farther from presenting a 
"real world" simulation than most commonly-termed VR systems.

But I think his real point was about the comparison of MUD "rape" to the
real world crimes, which, as he says, is a ridiculous comparison.

>Keith C. Estanol	| storm@ucsd.edu	
>UCSD, Cognitive Science | storm@bitnet.ucsd

--Peter Kaine Tevonian
  tevonp@rpi.edu
From: abs0@coos.dartmouth.edu (Kelvin Leung)
Newsgroups: rec.games.mud
Subject: Re: help?
Keywords: help?
Date: 17 Apr 92 15:53:59 GMT
Organization: Dartmouth College, Hanover, NH

dayo@matt.ksu.ksu.edu (Doug Richerson) writes:

>Ok its like this I have just gotten some zones via ftp. There is only on
>problem, they all have lzh after them. What in the heck do I need to do to 
>get rid of the lzh? I can uncompress and untar but unlzh? Please help me I am
>confused and flustrated. Thanks very very very much,
>                                Wert the insignificant worm.

you un-lharc them.

You may pick a copy of xlharc from the following ftp site:

141.218.40.40 (pub/Games/Archiver)

and please thank cyric@wiley for providing this lovely ftp-site. :)

Hi, Cryic!!!  

--Kelvin

============================================================================
Kelvin  /  Internet: Kelvin.Leung@Dartmouth.edu
  Leung/      or     abs0@Coos.Dartmouth.edu
============================================================================
"Unless someone like you cares a whole awful lot, nothing is going to get
 better.  It's not." -- "The Lorax"
Newsgroups: rec.games.mud
From: wizard@engin.umich.edu ()
Subject: prompts in combat
Date: Wed, 15 Apr 92 20:54:15 EDT
Organization: University of Michigan Engineering, Ann Arbor


   In the early stages of building Heroine (Hero II, long overdue) we
had a prompt system kinda like the original poster explained.  It was like:
[a)ttack, f)lee, p)arry, etc...].  The problem with it was that after
seeing it 20 times in the same combat it became annoying.  The way our
combat runs now, its very confusing so maybe we'll switch back to something
like this.  Oh, and if you're looking for a complicated combat setup...*grin*.
We've added several features, like combat rounds are run by an object outside
the player and monster objects, we have 10 different attack and defense forms,
personalized messages for attacks, etc.  I just hope it doesn't put any
stress on the machine when we have 40 people on and fighting things.
-- 
 "3 reasons why we can't make wiz in RL: **  Rich "Wichart" Chappell
    1)  We don't do enough killing.      **  wizard@warhol.art.umich.edu
    2)  There are too damn many quests!  **  wichart@aal.itd.umich.edu
    3)  The god doesn't sign on anymore. **  rich_chappell@um.cc.umich.edu