HDTenEightyP/NetNews huggingface dataset:
From: wsherman@ncsa.uiuc.edu (William Sherman)
Subject: Re: Infocom
Organization: National Center for Supercomputing Applications
Distribution: na
Date: Mon, 11 Jan 1993 22:59:48 GMT

In article <C0p7p8.qI@umassd.edu>, hshubs@cis.umassd.edu (Howard S Shubs) writes:
> In <bkr24.726764910@bkr24aws> bkr24@cas.org (Keith Rose) writes:
> 
> >["Lost Treasures of Infocom I" with 20 games]
> >>> "Lost Treasures of Infocom II", with 11 more games, has been released
> 
...
> 
> The interesting thing, from my POV, is that both sets are available on
> (separate) CD-ROMs.  That's not the interesting part, though.  The
> interesting part is that each CD-ROM is usable for -both- PClones -and-
> Macintoshes!

Yes, and I use my CD-ROM on my SGI unix workstation.  Haven't seen the CD-ROM
for LTI II yet in my local stores though.

	Bill

/************************************************************************/
/* Bill Sherman   (wsherman@ncsa.uiuc.edu)				*/
/* National Center for Supercomputing Applications			*/
/* University of Illinois						*/
/* Champaign-Urbana							*/
/*									*/
/*   "You want to do mankind a real service?  Tell funnier jokes."	*/
/* 		Og							*/
/************************************************************************/

Newsgroups: rec.games.int-fiction
From: jml12@cunixa.cc.columbia.edu (Jonathan M Lennox)
Subject: Re: Version 3.0 of Unnkulian Unventure I and II now available
Reply-To: jml12@cunixa.cc.columbia.edu (Jonathan M Lennox)
Organization: Columbia University
Date: Fri, 8 Jan 1993 06:58:34 GMT

In article <1iihi8INNiim@life.ai.mit.edu> dmb@case.ai.mit.edu (David Baggett) writes:
>
>I've just uploaded the revised versions of UU1 and UU2 to ftp.gmd.de in
>the if-archive/games/adventions/pc directory.  (Mac versions coming
>soon.  Atari versions coming later.)

  Do old save files work with the new versions?

--
Jonathan Lennox
jml12@cunixa.cc.columbia.edu
From: py1djf@sunlab1.bath.ac.uk (D J Ford)
Newsgroups: rec.games.int-fiction
Subject: Re: Infocom
Date: 12 Jan 93 23:27:08 GMT
Organization: School of Physics, University of Bath, UK

In the referenced article, pds@lemming.webo.dg.com (Paul D. Smith) writes:
>    > "Lost Treasures of Infocom II", with 11 more games, has been released
>
>    r> These sound great! Are they still available, and if so where
>    r> from?
>
>Yes, they've both been released within the last year.
>
>You can contact your favourite mail-order house and ask for them.  I
>unfortunately don't do much micro-playing anymore and have no idea
>where good ones are.
>

	Can you tell us what games are on Lost Treasures of Infocom II?

	As this is the first I've heard of it.

	Is it the same price?
	And does it come with the same type of documentation as LTOI I?

	Thanks.

	Dave Ford

-- 
	 _________________________________________________
	|  // /||\/| | / ` /| ||       Dave Ford.	  |
	|\X/ /^||  | | \_7/^| ||py1djf@sunlab1.bath.ac.uk |
	 -------------------------------------------------
From: regnad@hal.gnu.ai.mit.edu (Paul Prescott)
Newsgroups: rec.games.int-fiction
Subject: Re: Infocom
Date: 8 Jan 93 14:04:33 GMT
Organization: The Land of Forgotten Technology
NNTP-Posting-Host: hal.gnu.ai.mit.edu


I had assumed that the original poster was wondering about the availability
of Infocom games which would run under CP/M.  :)  That would be a very good
thing, but about as probable as having them released to the public domain.
Were any of these games ever available for CP/M?

Paul Prescott
regnad@gnu.ai.mit.edu
Newsgroups: rec.games.int-fiction
From: pedersen@seas.smu.edu (Ted Pedersen)
Subject: interactive fiction and AI
Organization: SMU - School of Engineering & Applied Science - Dallas
Date: Wed, 6 Jan 1993 02:41:35 GMT

I am a PhD student in Computer Science who has an interest in AI. 

I'd like to know if anyone has knowledge of interactive fiction
systems that employ AI techniques. This is a wide open question as I'm
just trying to get a feel for the state of the work in this field. I'd
appreciate any hints on this, especially those that relate to
publications in this area or actual implemented systems.

Thanks very much,
Ted Pedersen
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction
Subject: New TADS text adventure on ftp.gmd.de
Date: 8 Jan 1993 06:19:53 GMT
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu

I just grabbed a new TADS game off the High Energy BBS; it's called
"The Great Achaeological Race."  I've put in on ftp.gmd.de in

	if-archive/games/pc/race10.zip
	
Upon a cursory evaulation it looked pretty good.  It's shareware
(US$20) and runs under TADS 1.

I also put the partial sources to Jim Cser's High Tech Drifter, the
first TADS game ever, in if-archive/games/source/hightech.zip.

Have at it, friends.

Dave Baggett
--
dmb@ai.mit.edu           MIT Artificial Intelligence Laboratory                  
ADVENTIONS: interactive fiction (text adventures) for the 90's!
dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
Newsgroups: rec.games.int-fiction
From: csmith@student.business.uwo.ca (chris smith)
Subject: Street Fighter II (help?)
Organization: University of Western Ontario
Date: Wed, 6 Jan 1993 20:11:18 GMT

I recently receive street fighter II as a gift from a friend but
the docs are not in English. Can anyone out there help?

I'm not sure if this is the right newsgroup to post.
If I'm in the wrong place, let me know.

Thanks!!!

csmith@student.business.uwo.ca (chris smith)
Western Business School  --  London, Ontario
Newsgroups: rec.games.int-fiction
From: jennings@halcyon.com (James Jennings)
Subject: Re: Infocom
Organization: The 23:00 News and Mail Service
Date: Sun, 10 Jan 1993 08:43:46 GMT

regnad@hal.gnu.ai.mit.edu (Paul Prescott) asks:
> Were any of these [Infocom] games ever available for CP/M?

Yes. I once saw Hitchhiker's Guide to the Galaxy running on a Kaypro 10
with CP/M.

James
From: ian@cygnus.com (Ian Lance Taylor)
Newsgroups: rec.games.int-fiction
Subject: Re: The original zork
Date: 12 Jan 1993 15:09:57 -0500
Organization: Cygnus Support
NNTP-Posting-Host: tweedledumb.cygnus.com

lin@athena.mit.edu (Albert Lin) writes:

>Does anyone know if the source for the original zork is available anywhere,
>and if so, where I can find it?  I'm thinking of the original UNIX version,
>the one that for a long time always appeared in /usr/games/zork.  I just
>recently had the urge to play that game (childhood memories, I suppose), but
>I can't find it anywhere.  Archie is no help, either -- it lists a few sites,
>but they only contain the Makefiles.

The ``original UNIX version'', which was not the original zork, was a
FORTRAN program often called dungeon.  I ported it to C a couple of
years ago and posted it to comp.sources.games.  You can find it by
looking for "cdungeon" with archie.

Ian Taylor
Newsgroups: rec.games.int-fiction
From: bkr24@cas.org (Keith Rose)
Subject: Re: Infocom
Organization: Chemical Abstracts Service
Date: Mon, 11 Jan 1993 15:08:30 GMT

["Lost Treasures of Infocom I" with 20 games]
>> "Lost Treasures of Infocom II", with 11 more games, has been released

>These sound great! Are they still available, and if so where from?
>Thanx.

Yes, I just ordered mine from MacConnection:
	$40 for LTOI,I
	$29 for LTOI,II
	$ 3 for shipping
       ~$ 4 for tax (I live in Ohio)
	 ~~
	$76 TOTAL (~$2.45 per game... NOT BAD!)
--
Keith Rose (bkr24@cas.org)
Xref: sparky rec.games.int-fiction:1120 rec.arts.int-fiction:1162
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction
Subject: Version 3.0 of Unnkulian Unventure I and II now available
Date: 8 Jan 93 00:23:36 GMT
Followup-To: rec.games.int-fiction
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu


I've just uploaded the revised versions of UU1 and UU2 to ftp.gmd.de in
the if-archive/games/adventions/pc directory.  (Mac versions coming
soon.  Atari versions coming later.)

These versions now have an undo command, better formatted text, tons of
bug fixes, and a few changes to gameplay here and there.  The games now
run under TADS 2, which means they require less memory than the
previous versions.

If you haven't tried these games, give them a whirl and let us know
what you think.  If you've already played them, do get the new ones --
not only are they much improved, but we'd like to know if there are any
lingering problems with the TADS 2 run-time before we let loose a
barrage of new games.  :D

Archive site administrators, please update your copies of the games.
Thanks!

Final note: With any luck, we should have PC versions of our new games
"Unnkulia Zero: The Search for Amanda" and "Unnkulia 1/2: The Salesman
Triumphant" ready by month's end.  Stay tuned.

Dave Baggett
--
dmb@ai.mit.edu           MIT Artificial Intelligence Laboratory                  
ADVENTIONS: interactive fiction (text adventures) for the 90's!
dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
Newsgroups: rec.games.int-fiction
From: melvin@francke.cgd.ucar.edu (Lee Melvin)
Subject: HELP: S101 - Sorcerers get all the girls
Summary: how to get off the island of horny women?
Keywords: hep me hep me
Organization: Climate and Global Dynamics Division/NCAR, Boulder, CO
Date: Thu, 7 Jan 1993 20:06:56 GMT

I have a friend who is a text game enthusiast.  Currently she is
stuck towards the end of Spellcasting 101, and I was hoping somebody
could give me some hints to pass on to her.

Unfortunately, I'm not entirely clear on the problem.  I know she is
stuck on the Island of Horny Women, and that when she tries to leave
she (he), um, well, um, (gee, how to phrase this?), um, dies from, um,
overexertion :-)  Any clues on how to prevent this hideous? fate
would be greatly appreciated.

Thanks!

	- Lee
--
"I would gladly risk feeling bad at times, if it also meant that I could 
	taste my dessert."  -- Lt. Commander Data, ST:TNG
 \  Lee Melvin        CGD/NCAR          (Weather freaks on the Flatirons)  /
  \ EMAIL: melvin@ncar.ucar.edu not to be confused with lee@ncar.ucar.edu /
Newsgroups: rec.games.int-fiction
From: galley@think.com (Stu Galley)
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction
Subject: Re: Infocom Fact Sheet - updated version 4.2
Date: 12 Jan 1993 13:23:17 -0500
Organization: Thinking Machines Corporation, Cambridge, Mass., USA
Keywords: Infocom Fact Facts History

In article <1993Jan6.205757.9783@Princeton.EDU> jacobw@phoenix.Princeton.EDU (Jacob Solomon Weinstein) writes:

>Thanks for that very thorough fact sheet. I have two questions:
>
>1)It lists Stu Galley as the author of "Restaurant at the End of the
>Universe," which it says was published by Infocom. There's no other
>mention of this game made in it, though. Did R.A.T.E.O.T.U ever come
>out? Did anybody see it? What happened to it?

To quote from the original article:

	A "#" after a year means that the game has not been finished
	or not (yet?)  been released.

I worked on "The Restaurant at the End of the Universe" at Infocom for
a few months after finishing "Moonmist".  But it didn't get past the
outline stage, because Douglas Adams was too busy with other projects
at the time.  In fact, I think he was trying to put distance between
himself and any further work on Hitchhiker's spinoffs, preferring to
work on the Dirk Gently and Liff books.  So when it became clear that
Adams would not be involved, the project was postponed -- indefinitely.

--- Stu Galley <galley@think.com>
Newsgroups: rec.games.int-fiction
From: salbrech@valhalla.eecs.nwu.edu (Steve Albrecht)
Subject: Re: interactive fiction and AI
Organization: EECS Department, Northwestern University
Date: Sat, 9 Jan 1993 03:02:00 GMT

In article <1993Jan6.024135.4328@seas.smu.edu> pedersen@seas.smu.edu (Ted Pedersen) writes:
>I am a PhD student in Computer Science who has an interest in AI. 
>
>I'd like to know if anyone has knowledge of interactive fiction
>systems that employ AI techniques. This is a wide open question as I'm
>just trying to get a feel for the state of the work in this field. I'd
>appreciate any hints on this, especially those that relate to
>publications in this area or actual implemented systems.
>
>Thanks very much,
>Ted Pedersen




You might look up the rwitings of Roger Schank of Northwestern
University's Machine Intelligence Institute(and then op Yale U).
He has done much work in the past on algorithms which can tell 
self-consistant stories.

Regards,
Steve Albrecht
salbrech@eecs.nwu.edu

(no, I am not one of his students)
From: robbo@otago.ac.nz
Newsgroups: rec.games.int-fiction
Subject: Re: Infocom
Date: 12 Jan 93 00:14:10 +1300
Followup-To: rec.games.int-fiction
Organization: University of Otago, Dunedin, New Zealand

In article pds@lemming.webo.dg.com (Paul D. Smith) writes:

> Mediagenic has released both "Lost Treasures of Infocom", with 20
> Infocom games, for IBM PC-compatibles, Macintoshes, and Amiga systems.

and 

> "Lost Treasures of Infocom II", with 11 more games, has been released

These sound great! Are they still available, and if so where from?
Thanx.

Newsgroups: rec.games.int-fiction
From: p38448n@puukko.hut.fi (Timo Saarto)
Subject: Re: Infocom game: Trinity
Organization: Helsinki University of Technology, Finland
Date: Mon, 4 Jan 1993 16:22:09 GMT

In article <1993Jan3.084523.18401@cbfsb.cb.att.com> forbes@cbnewsf.cb.att.com (Scott Forbes) writes:

> #2: how do i avoid letting the bird have the ruby that is in the bag
> of crumbs?

*You don't.  At least, not as far as I know...

Well, don't open the bag...and get blown away... (OK, a bad one)


Seriously, don't worry about the ruby. You'll retrieve it later. Just
focus on following the roadrunner. He is a lot more important than it
seems right now...


--
Timo Saarto           :::      I    THINK      ::: Voice: 90/555554
Ulvilantie 29/1 B 18  :::       I   MUST       ::: EMail: tsaarto@otax
00350 HELSINKI        :::  BE   A   MUSHROOM   :::        p38448n@puukko.hut.fi
Somehow I am always left alone in the dark and being fed with lots of horseshit
Newsgroups: rec.games.int-fiction
From: awilliam@qucis.queensu.ca (Andrew Williams)
Subject: Location of Hint Sheets...
Organization: Computing & Information Science, Queen's University at Kingston
Date: Tue, 12 Jan 1993 18:01:22 GMT

Could someone please point me to the ftp sites that contain the "Cheat Sheets"
for various adventures. Namely Monkey Island I? I've seen it before, but 
I can't seem to locate it.

Thanks,
Andrew Williams
Newsgroups: rec.games.int-fiction
From: magnus@thep.lu.se (Magnus Olsson)
Subject: Re: The original zork
Organization: Theoretical Physics, Lund University, Sweden
Date: Tue, 12 Jan 1993 11:52:15 GMT

In article <1993Jan12.103142.13406@athena.mit.edu> lin@athena.mit.edu (Albert Lin) writes:
>Does anyone know if the source for the original zork is available anywhere,
>and if so, where I can find it?  I'm thinking of the original UNIX version,
>the one that for a long time always appeared in /usr/games/zork.  

To pick a nit, this was *not* the original Zork. The original Zork was
written in MDL, and what you're referring to is a Fortran clone of it. 

>Are the sources/executables publicly available anymore?  Any pointers or help
>would be appreciated..

For a C translation of the sources, check out
if-archive/games/source/dungsrc.lzh at ftp.gmd.de.

              Magnus Olsson                | \e+      /_
    Department of Theoretical Physics      |  \  Z   / q
        University of Lund, Sweden         |   >----<           
 magnus@thep.lu.se, thepmo@seldc52.bitnet  |  /      \===== g
PGP key available via finger or on request | /e-      \q
Newsgroups: rec.games.int-fiction
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Lurking Horror Help -- Thanx!
Originator: jmkaraka@c00004-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Mon, 11 Jan 1993 19:45:09 GMT


	My thanks to everyone who sent me hints on Lurking Horror.
I couldn't get on-line over the weekend and managed to figure out
most of the problems myself (isn't that how it always works? :),
but several clues came in very handy.  (Especially those steering
me away from red herrings.)  I'm up to 85/100 points and shaking
my fist at the computer, but at least I know there's people out
there who HAVE finished it!

	-john-
Newsgroups: rec.games.int-fiction
From: phosking@kauri.vuw.ac.nz (PA Hoskings)
Subject: Need help with Ballyhoo (SPOILERS)
Organization: Victoria University of Wellington
Date: Wed, 6 Jan 1993 07:14:47 GMT
Distribution: na

Spoilers ahead...

















I have managed to get the radio off Tina, but I'm having trouble tuning it.
The hint book says to tune it to the frequency given in the radio advertisement
in the manual. Fine, but the manual which I've got (the compilation manual
which comes in the Lost Treasures box) doesn't seem to have any radio
advertisements. Does anyone know what the right frequency is?

Cheers,
Paul.
---
phosking@kauri.vuw.ac.nz

Newsgroups: rec.games.int-fiction
From: mcdonald@aries.scs.uiuc.edu (J. D. McDonald)
Subject: Re: The original zork
Organization: UIUC SCS
Date: Tue, 12 Jan 1993 14:38:26 GMT

In article <1993Jan12.103142.13406@athena.mit.edu> lin@athena.mit.edu (Albert Lin) writes:

>Does anyone know if the source for the original zork is available anywhere,
>and if so, where I can find it?  I'm thinking of the original UNIX version,
>the one that for a long time always appeared in /usr/games/zork.  I just
>recently had the urge to play that game (childhood memories, I suppose), but
>I can't find it anywhere.  Archie is no help, either -- it lists a few sites,
>but they only contain the Makefiles.

>Are the sources/executables publicly available anymore?  Any pointers or help
>would be appreciated..

>-albert




There is no such thing as "the original Unix version". 

The original version was written on a DEC-10 using a proprietary 
langauge. It was then ported to various mostly DEC machines using Fortran.

From there it split into two, one version becoming the Infocom Zork
for the PDP-11, Apple II, CPM, and original PC; the other becoming 
a less idiosyncratic Fortran version and finally C ( ... or was it
Adventure that finally went to C??). 


In any case I have the Fortran source and can send it to people or post
it.

Incidentally, it is called Dungeon.

Doug McDonald
From: jeras@oracle.com (John Eras)
Newsgroups: rec.games.int-fiction
Subject: Re: Version 3.0 of Unnkulian Unventure I and II now available
Date: 9 Jan 93 01:24:30 GMT
	<1993Jan8.065834.29974@news.columbia.edu>
Distribution: rec
Organization: Oracle Corp., Belmont CA
X-Disclaimer: This message was written by an unauthenticated user
              at Oracle Corporation.  The opinions expressed are those
              of the user and not necessarily those of Oracle.

In article <1993Jan8.065834.29974@news.columbia.edu> jml12@cunixa.cc.columbia.edu (Jonathan M Lennox) writes:
>In article <1iihi8INNiim@life.ai.mit.edu> dmb@case.ai.mit.edu (David Baggett) writes:
>>
>>I've just uploaded the revised versions of UU1 and UU2 to ftp.gmd.de in
>>the if-archive/games/adventions/pc directory.  (Mac versions coming
>>soon.  Atari versions coming later.)
>
>  Do old save files work with the new versions?

No.  TADS 2 save files are incompatible with with TADS 1.  (In fact, as
it was explained to me, save files are marked internally with the time
stamp from the .gam file, so save files aren't compatible even when you
recompile the same game.)

--
jeras@us.oracle.com
Newsgroups: rec.games.int-fiction
From: neilg@fraser.sfu.ca (Neil K. Guy)
Subject: New TADS game
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Mon, 11 Jan 1993 07:20:36 GMT

 Just came across a new text adventure developed with TADS on the
umich mac archive site. It's called "Save Princeton," was developed by
a couple of Princeton students, and I can't say much else since I
haven't spent much time playing it.

 It seems reasonably interesting, although full of little in-jokes and
sly references to friends and campus events. It was compiled under
TADS 2.0.8 (although it doesn't take advantage of any new TADS 2.0
features except for VM, apparently) and is thus painfully slow on a
68000 Mac.

 It might best be summarized by this line from the game:

 "Jacob takes the disk and reads the label.  "TADS?  This looks neat.
I've always wanted to write my own adventure game."  he says.  "I'll
make a game with all my friends in it, and clever puzzles, and oodles
of self-reference." 

 Anyway, just in case anyone was interested...

 - Neil K. (n_k_guy@sfu.ca)
From: mfp+@CS.CMU.EDU (Michael Polis)
Subject: Re: World Design (maps)
Organization: Carnegie Mellon University
Date: Fri, 8 Jan 1993 18:21:09 GMT

There was one of these in the USML (Universal Simulation Mailing List)
archive, which apparently no longer exists.  I have a copy of the program,
which was called plates.c, but I have hacked on the copy I have, so I'd
rather not distribute it.  Problems I had with the program were
	1) The initial plates were polygonal (the voronoi polygons of
	a random point set), which did not look good.
	2) If I ran the simulator long enough to grind off the vertices,
	I got oceans full of so many little isands that ocean crossings
	would be trivial.
	3) Erosion was just wrong. I got one mountain that was 2 or 3 
	times the height of Everest.  Also, eroded material didn't really
	go anywhere.

Here is the comment from the beginning of the program:

/*
 * A program to simulate tectonics.
 *
 * Copyright 1988 by Mark Isaak.
 * You may distribute this however you like, as long as you don't sell it
 * and you keep this notice in it.
 *
 * Wish list:
 *      Do it on a sphere, not a square torus
 *      Give plates angular momentum
 *      Make some constants variable
 *      Horsts and grabens
 *      Let 2 plates fuse together and/or 1 plate split apart sometimes
 *      Astroblemes
 *      Take density of rock into account
 */
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: net.fantasy.world   was Re: net.rpg:  world design
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Thu, 7 Jan 1993 22:43:27 GMT

In article <C0GFq8.C97@usenet.ucs.indiana.edu>, alyon@silver.ucs.indiana.edu (arthur alexander lyon) writes:
|> In article <1992Dec24.001604.6727@trl.oz.au> s.mathers@trl.oz.au writes:
|> >I am getting bored with talk of mechanics.  I think mechanics are of
|> >secondary importance when designing a RPG, and I think you would
|> >get a better and more consistent set of mechanics if you worried
|> >about them only after you have a reasonable idea of where the game
|> >will take place and what the world is like. (world=universe)
|> >
|> >Besides, a generic RPG game called GURPS is already been done, and is on
|> >the market and doing just fine thanks.
|> >
|> >I don't want to kill off the mechanics discussion, because some good
|> >ideas have come from it.  I just want to open another discussion on
|> >world design, which I think will be more interesting and yield even
|> >more interesting ideas.  Having said that...
|> >
|> I'm game. Mechanics are challenging and worthy pursuits, but I feel
|> world-design is at least as important. I have also found it true that
|> if world-design comes first, the themes and style therein will dictate
|> many mechanics. A game set in Howard's Hyborian Age should, to keep to
|> the spirit of the source material, rely on many different rules than
|> would one set in Tolkein's Middle Earth. Designing a generic or broad
|> system, as I have done, is problematic when it comes to this. This why
|> most games material is oriented around set, developed 'worlds'. All the
|> mechanics and visuals and tone blend for a cohesive thrill.
|> More on this, but suffice to say I cast my vote in favor of some
|> world-design and world-design mechanics (hurm) discussion.


Yeah.  Working out the mechanics and the world at the same time is the
best policy because ideas from one cross-polinate the other.  ie: 'But
if the world works this way, we will need to have rules like this...'
OR.. 'Hey, this rule means that this will happen in the world..and this
..and this..'

So where are all the ideas for a net.fantasy.world?

Newsgroups: rec.games.design