HDTenEightyP/NetNews huggingface dataset:
From: andersts@mentor.cc.purdue.edu (Fred B. Janitor)
Subject: Mudders: real people or bits of data?
Keywords: janitors, gods
Organization: Cult of the Golden Plunger
Date: Wed, 11 Nov 1992 05:23:42 GMT


  Hi there!

  For those of you who don't know who I am (those who don't care can continue
not caring... realize of course that I'll hire someone to hunt you down and...
and.... errr.... never mind, I'm getting off track)... where was I? Oh yeah,
I was (and I emphasize "was") Maeglin from Realms (you know.... that obnoxious
elf-mage that liked to make lesser elves puke)

  To the point of this post (slowly but surely):
  While killing things on muds can be quite entertaining (questing, on the
other hand, is a complete waste of time (heh heh heh)), it really isn't what
really (yep.... it's redundant but I don't care. Shoot me, laugh at me, or 
whatever.... who asked you anyway??? Go away, get lost... go die... leave me 
alone) makes a mud enjoyable. It's the other people that play on muds! After
all, if you just wanted to "play a game", there's plenty of PC games out there
that really make muds look pathetic. What can't you get from a PC game? You
won't find people- real people- to interact with. (so now you're thinking
"What's the point that this moron is trying to make?".... well.... I have no
idea. (it just sounded like a good thing to ramble on about.))

  Anyway, what I said about "real people" is just that.... No matter how you
look at it, real people control the bits of data that roam around the mud 
worlds. So, whatever you say or do to the binary bodies (*cough* stupid...but
who asked you?) affects whoever controls them (don't tell me it doesn't). On
a mud (several years ago... I know the name began with an "A".) I had a friend
(low level female.... perfect target for harrassment) who came to me one time
with a problem.... harrassment. She called me and asked me for help.
Naturally, I couldn't refuse. I talked to this guy... he scorned my advice (the
fool).... (btw... he was 15th level and I was somewhat higher) So... I killed
him... repeatedly. While I enjoyed doing that and he never bothered her again,
it wasn't really the best thing to do but I wanted my point to be understood-
Harrassment of any kind SHOULD NOT be tolerated.

  Granted, this approach won't always work so here's another plan... find out
who (in rl) the harrassing weenie is, hire a thug, and have a few bones broken.

  Of course, I fully expect that this article will be flamed to hell. However,
I don't care.... I won't read any of the flames. (May those who flame me rot
in the vile cesspoolish hell that they call life)

-- Allen (NOT Maeglin... Nothing more annoying than being called by my mudding
          aliases in rl... that, too, is grounds for death)

P.S. Maeglin needs a new home...
From: emmanuel@tartarus.uwa.edu.au (Bobby Emmanuel)
Newsgroups: rec.games.mud.lp
Subject: Re: Muds are just games? YEAH RIGHT
Date: 7 Nov 1992 06:07:59 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: tartarus.uwa.edu.au

*SIGH*

Cheer up Jaymz. I was a REALMster myself and so what if it's true that
there are no muds like it anymore, so what if we can't have Keg parties
in the glorious fighters guild, so what if we cant run up to Dreamland
and DECAP a few Dragons, so what if we cant never got the chance to kill
the Dracolich, so what?

It really sucks, that's what.

Bring REALMS back!!!!!!!!!!

Lege the Knight
Newsgroups: rec.games.mud.lp
From: jfine@engin.umich.edu (Jonathan Fine)
Subject: Re: Names and Aliases
Date: Thu, 12 Nov 92 00:20:33 EST
Organization: The Church of Suicidal

In article <BxKnF8.603@mentor.cc.purdue.edu> andersts@mentor.cc.purdue.edu
(Something Ghastly) writes:

>  Ok... here's the deal: Whenever I play a mud, I generally steal my alias
>from a book (generally one of Tolkien's works). However, when I log off the
>mud, I want the name to leave me... ie. I'm just role playing... I'm really

Very good point.  It's annoying when people think of me as my mud
character in real life.  (It's also pathetic that the term "real life"
ever had to be coined in the first place, as if that's something that
should even need defining; but that's another topic.)

I went to a party to meet various players and wizards from a local mud,
and while it was enjoyable and interesting to meet these people, it also
pissed me off (and worried me) when conversation would begin like this:

    Them:  Hi!  I'm <some fictional name stolen from a book>, who are you?
    Me:    Hey, what's up?  I'm Jon, nice to meet you.
    Them:  Haha, no, really, what's your real name?

I'd much rather meet a real person, than be re-acquainted with an imaginary
mud persona whom I already "know" (or detest, as the case may be).  So
when others would rather meet my mud character than myself, it both
pisses me off because I'm *not* my mud character, and it also worries
me because I wonder which reality this person is still caught in.

Role-play and fantasize all you want on a mud, but as soon as your
session ends, your character should be closed with that connection.
(And hopefully, it's not infrequent that your sessions end.)

Muds are involving and fun, the bottom line is: it's just a game!



Jonathan H. Fine
aka The Shadowjack


----------
Jonathan H. Fine                   The University of Michigan,
sinister.stairs@um.cc.umich.edu    Ann Arbor  "Let's Go Blue!"

Newsgroups: rec.games.mud,rec.games.mud.misc
From: wcollins@netcom.com (Walter J. Collins)
Subject: Re: PMF Auto-logins??
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Sun, 8 Nov 1992 15:54:51 GMT

I use pmf, and I'm sure you can use the /action hook to auto-login.
It depends of course on what sort of mu* you're connecting to, but I'm 
sure you can get it to work.  Type '/help action' while in pmf and you
should be able to get it working for your mu*.

Walt (Cynic@UD)

-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud.misc
From: frankc@netcom.com (Frank Crowell)
Subject: Re: Graphical MUDS
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Wed, 11 Nov 1992 18:47:17 GMT

Cyberspace, editor Michael Benedikt talks about it in chapter 10
"Lessons of Lucasfilm Habitat".  Interesting reading, I thought.
From: xibo@fido.econ.arizona.edu (Mr. Coates)
Newsgroups: rec.games.mud.misc
Subject: Re: "practical" muds
Date: 8 Nov 92 17:28:24 GMT
Organization: Xibological Perimeter

In article <BxBBD4.4HH@acsu.buffalo.edu> v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE) writes:

#I'm looking for programs/games on the internet similliar to MUDs, but with a
#more realistic and practical themes.  I definately wan't interaction between
#defferent poeple at the same time.  Themes i'm looking for are economics,
#factory design, product engineering, etc.

I'm working on an economics 'tournament' that will be announced nationally
in a few weeks, where people ftp clients and call up a double-auction
server and compete in a market against various robots.  It's a research
project being done by Economics Science Lab (Univ Arizona), The Santa Fe
Institute, and funded by the NSF.

I can't give you the files though.  That's not allowed.  You can play in
it when it opens... there will be real cash money awards for those who
manage to beat the robots in the markets.


Xibo
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.misc
Subject: Re: Ideas instead of 'wiz' level ??!
Date: 9 Nov 1992 23:58:09 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <mmcg.721346415@bruce.cs.monash.edu.au> mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:
>metta@coombs.anu.edu.au (Metta Moore) writes:
>
>>*sigh* You guys argue too much... perhaps... making people 'buy' land etc
>>would be fun... but I (and this is just an opinion) think that it would be 
>>umm... (how to say it without offending) useless... to 'wiz' when even the 
>>exits are designed by the God... may as well just play for ages... 
>
>Lots of people don't *want* to wiz :)

The other issue to think about, is that no matter how player-extensible
the game becomes, there still has to be someone or a group of someones
who write the code... 

The whole discussion, for me, harkens back to a MUD that Sulam wanted to do
that was going to be called Illior, which would be completely player-based,
player-run... it would have economies, real estate, the whole thing...
and yet there would be no wizards.  I don't see Sulam around trying to
implement it anymore, so I'm not sure if the idea will go anywhere,
but there really was a nice set of plans all laid out for it.

However, someone has to write it, and that was what didn't get done.

>Mike.

Adam

>Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au
>"Head stompin', ass kickin', finger licking nastiness"

-- 
#include <std/disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
Newsgroups: rec.games.mud.misc
From: jdeutsch@gmuvax2.gmu.edu (Jeffrey Deutsch)
Subject: Re: For all of you who need the IP numbers of MU* hosts
Followup-To: rec.games.mud.misc
Keywords: IP resolver server
Organization: George Mason University, Fairfax, Va.
Date: Sat, 7 Nov 1992 00:45:59 GMT

In article <1d2gpiINNe2j@gap.caltech.edu> rickert@cco.caltech.edu (Keith Warren Rickert) writes:
>In <1992Nov2.044903.14140@gmuvax2.gmu.edu> jdeutsch@gmuvax2.gmu.edu (Jeffrey Deutsch) writes:
>
>>In article <t74pt##@lynx.unm.edu> quirk@pioneer.unm.edu (Gym Z. Quirk) writes:
>>>Oh...yet another alternative to nslookup and whois...
>
>>	Well, neither nslookup nor whois is well known, especially
>>as something that can help find IP numbers. In fact, even I didn't
>>know of them as such.
>
>I will agree that using whois to get IP numbers is somewhat obscure, 
>I just use it to get email addresses.
>However, nslookup doesnt do much else thats useful besides give IP
>addresses (and MX records).

	That begs the question. The fact is, most people don't know
that. In fact, most netters (in my experience) don't even know nslookup
exists. You do - hooray for you. Don't semi-flame someone else who is
trying to present a simple alternative.

>Given that almost any machine using DNS, at least as a client, has
>nslookup, it seems more logical that people would find this

	There's all the difference in the world between your machine
HAVING a feature and KNOWING that it is there (and if you do not
know that something exists you can't easily, if at all, ask about it).
Don't let the fact that *YOU* are knowledgable about these things
obscure the fact that *MOST PEOPLE DON'T*.

>rather than sending email to some random place that will basically do it
>for them. Its cross referenced at multiple points in the man pages 
>even.

	Most people - including myself - don't know about man pages
either.

	Jeff Deutsch

-- 
"Any government that's big enough to give you anything you want
is big enough to take everything you have."
	-Barry Goldwater
From: bls@sector7g.Eng.Sun.COM (Brian Scearce)
Newsgroups: rec.games.mud.misc
Subject: Re: Ideas instead of 'wiz' level ??!
Date: 10 Nov 1992 21:02:27 GMT
Organization: Sun Microsystems
Distribution: world
Reply-To: bls@sector7g.Eng.Sun.COM
NNTP-Posting-Host: sector7g

In article 4084@news.unomaha.edu, dburgdor@cwis.unomaha.edu (Darryl Burgdorf) writes:
> What could possibly convince any rational person that someone is
> competent to aid in the creation of a WORLD, just because they can beat
> up on computer-generated monsters?

True, but with lots of playing experience you can at least be certain
that they're *familiar* with the world as it is.  The only thing worse
than a moronic hack'n'slash game is an internally inconsistent moronic
hack'n'slash game.

Brian aka Benedict of Mudde Pathetique
---
Brian Scearce                                           bls@sector7g.eng.sun.com
              The above does not necessarily represent Sun policy.
                  "You can't fit the truth on a t-shirt, man."
                                 "That'd fit."

Newsgroups: rec.games.mud.misc
Newsgroups: rec.games.mud.misc
Subject: WANTED: LPC V.3 MANUALS
From: $ennsnr@brandonu.ca (To be average scares the hell out of me)
Date: 7 Nov 92 18:06:14 CST
Organization: Brandon University, Brandon, Manitoba, Canada
From: $ennsnr@brandonu.ca (To be average scares the hell out of me)
Newsgroups: rec.games.mud.misc,rec.games.mud.admin,rec.games.mud.lp
Subject: WANTED: LPC V.3 MANUALS
Date: 7 Nov 92 18:05:35 CST
Organization: Brandon University, Brandon, Manitoba, Canada

O.k. I am looking for an FTP site that would have the manuals for LPC v.3

Any site would be greatly appreciated. Please send your messages to:

$ennsnr@brandonU.ca (if you are on a VAX system) or
ennsnr@phi.brandonU.ca (if you are on a UNIX system)

Thank you all very much for taking the time to read this message.

All flames will be ignored.
-- 
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

    _/      _/  _/_/_/  _/  _/		Reading furnishes the mind only with 
   _/_/    _/  _/      _/  _/		materials of knowledge; it is thinking
  _/  _/  _/  _/_/    _/  _/		that makes what we read ours.
 _/    _/_/  _/      _/  _/			-- John Locke
_/      _/  _/_/_/  _/  _/_/_/		
					Neil Enns, Brandon University
Disclaimer: Huh?			Internet: $ennsnr@brandonU.ca

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- 
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

    _/      _/  _/_/_/  _/  _/		Reading furnishes the mind only with 
   _/_/    _/  _/      _/  _/		materials of knowledge; it is thinking
  _/  _/  _/  _/_/    _/  _/		that makes what we read ours.
 _/    _/_/  _/      _/  _/			-- John Locke
_/      _/  _/_/_/  _/  _/_/_/		
					Neil Enns, Brandon University
Disclaimer: Huh?			Internet: $ennsnr@brandonU.ca

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Newsgroups: rec.games.mud.misc
From: wcollins@netcom.com (Walter J. Collins)
Subject: Re: I need an internet connection? HELP!
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Mon, 9 Nov 1992 14:53:35 GMT

You'll probably have to find a SLIP connect, which I know Netcom among other
providers can set you up with at a co$t.

I'm interested in doing the same thing in the future, so if y'all would be 
so kind as to cc: any email my way as to alternatives...

Walt (Cynic@UD)

-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud.misc
From: c8927218@cc.newcastle.edu.au
Subject: Re: Re: Ideas instead of 'wiz' level ??!
Organization: Dome 5, Pallas, The Belt
Date: Mon, 9 Nov 1992 01:24:20 GMT

In article <Bx6wt0.3JC@mentor.cc.purdue.edu>, branwen@sage.cc.purdue.edu ( ) writes:
>       Anonymous has suggested that newly "wizzed" players not be given "creation rights" but rather be permitted to ,purchase land (a deed) and then construct
>  a stronghold.  While this sounds neat in a FRP setting such as AD&D, it doesn't
>  really make sense in a mud.  First of all, how much disk space does one really
>  want to have dedicated to player castles or cities?  After time, player castles

	Hmmm...  Since i'm talking about a mud I myself have written, I
	can tell you that the amount of space it would take is 
	minimal. (~400-500bytes per room).  A room in LP-mud is
	considerable more because it also holds the source and
	object code.

>  would dominate (or cities, villages, etc.) and the places like Moria and 
>  Arachnos would be removed to accomodate (or the new wiz's would be told they
>  can't buy land any more.

	No! No!  The idea is that players will be able to establish a
	sort of stronghold, be it a small room in a city, or a sizeable
	cave system.

	Players would be able to modify the interior descriptions of their
	location(s), but i would control the entry/exits.  If they wish
	to have extra rooms they simply 'buy' them (have them built)

>       It sounds like anonymous is just wanting to keep control of every aspect
>  of the particular mud he or she is playing on, including the areas.  The wonder

	Well you have got me there, I do like to keep controll of every
	aspect.  But after All, i wrote the mud and it runs on my equipment.
	It is not nessecelery because i wanna be some autocrat, but because
	I wish to maintain a certain standard and genre to the game.

>  of muds and wizzing is that (presumably) with the experience that one has 
>  gained by the time one reaches wiz, comes also the ability to contribute to
>  the enjoyment of the mud by others.

	I see the 'wiz' level as a begining of play, rather than an end.
	And sorry, but i can't see (significantly) what the difference
	would be.  Presumably, a 'wiz' could build the same stuff anyways.

>       Wiz building keeps the mud alive, far more than wiz stronghold 
>  construction would.  And hey, let me know what mud anonymous is running,
>  I'll avoid it like the plague!

	Man!  it was just a suggestion

>                                               Glenn

							Anon
From: mondays@bsu-cs.bsu.edu (Dixie Narco)
Newsgroups: rec.games.mud.misc
Subject: Re: info needed
Date: 12 Nov 92 06:34:36 GMT
Organization: Malice=
X-Newsreader: Tin 1.1 PL4



try using screen or a client program renamed.
or just stay in mail and pretend you are in mud.
Xref: sparky rec.games.mud.misc:1077 rec.games.mud.admin:642
From: jim@world.std.com (James D. McNamara)
Newsgroups: rec.games.mud.misc,rec.games.mud.admin
Subject: "MUSH of Swords" -- Book(s) of Swords/Saberhagen
Date: 5 Nov 92 07:14:19 GMT
Organization: Blue Mountain Software Co.

Are there any MUSHers out there who have a driving desire to participate
in making a MUSH based on the theme of Saberhagen's "Book(s) of Swords"
a reality?  This will be a PennMUSH1.50-based MUSH running on a very
fast multi-processor box.  Database pre-building is slated to begin
before end-of-year, probably in mid-November.

If you are a Saberhagen fan, MUSH-literate, and would like to participate,
please email me.

Thanks!
--Melryn@SwordsMUSH (to be)
-- 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
James D. McNamara, hacking late-night at ...           | jim@world.STD.COM
32 Waldo Road, Arlington, MA 02174-5518                | Voice: (617) 646-2812
Newsgroups: rec.games.mud.misc
From: jfurr@nyx.cs.du.edu (Joel Furr)
Subject: Re: "practical" muds
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Keywords: paws
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Mon, 9 Nov 92 01:37:29 GMT

In article <XIBO.92Nov8102824@fido.fido.econ.arizona.edu> xibo@fido.econ.arizona.edu (Mr. Coates) writes:
>In article <BxBBD4.4HH@acsu.buffalo.edu> v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE) writes:
>
>#I'm looking for programs/games on the internet similliar to MUDs, but with a
>#more realistic and practical themes.  I definately wan't interaction between
>#defferent poeple at the same time.  Themes i'm looking for are economics,
>#factory design, product engineering, etc.
>
>I'm working on an economics 'tournament' that will be announced nationally
>in a few weeks, where people ftp clients and call up a double-auction
>server and compete in a market against various robots.  It's a research
>project being done by Economics Science Lab (Univ Arizona), The Santa Fe
>Institute, and funded by the NSF.
>
>I can't give you the files though.  That's not allowed.  You can play in
>it when it opens... there will be real cash money awards for those who
>manage to beat the robots in the markets.
>

You forgot the $69.95 daily fee to be a wizard, plus the $39.95 tacked on
for NUTHIN!  Also, you neglected to mention that Paws, the
Uber-Mass-Neotek, is expected to win the tournament handily.
Newsgroups: rec.games.mud.misc
From: humgen@humgen221.wilhelm.uni-bonn.de
Subject: Re: MUD on BITNET?
Organization: Human Genetics Department, University of Bonn, Germany
Date: Fri, 6 Nov 1992 03:57:13 GMT

In article <92304.212309YIGIT@TRMETU.BITNET> YIGIT@TRMETU.BITNET writes:

>I just wanted to ask if there is any MUD server on bitnet.

Yes, there's one:  MUDA @ IVEUNCC

If you're using VM/CMS, then issue: TELL MUDA AT IVEUNCC HELP
BTW: You will find lots of players from TR*-sites there! :-)

Have a nice game!

Andreas Schuster (aka Iolo, the Mage)
umt400@ibm.rhrz.uni-bonn.de
Newsgroups: rec.games.mud.misc
From: wetmore@titan.ucc.umass.edu (Patrick J. Wetmore)
Subject: Re: Does this type of mud exist?
Organization: University of Massachusetts, Amherst
Date: Thu, 12 Nov 1992 04:50:41 GMT

In article <BxKoLw.DnC@news.orst.edu> vaughnl@ucs.orst.edu (Luke Vaughn) writes:
>b). I can think of several MUSHs and MUSEs where a good combat system would not
>only be useful but in some cases are nessecary. Examples for people who like to
>know such things include Belgariad II, AmberMUSH, Mua'Kaar (Probably Spelled it wrong but then Im not the worlds greatest speeler.), and the Tolkein based one
>that I can't remember the name of.  There are other MUSHs and MUSEs out there 
>that use a combat system of some sort and that was just a sample. True there
>are MUSHs like Pern, DragonsDawn, and TinyTim that a combat system would be
>unlikely to be found on, unless you want to argue about wether or not flying
>thread on the Pern-based places is combat or not, and that is because they are 
>based on social interaction almost exclusively.
>
>I think a lot of this has to do with the fact that there are many different 
>Worlds that people enjoy playing around with and unless somebody creates a 
>programming language to write MU*s in rather than C, I think you will see every
>thing from Lps and Dikus through MUSHs and MUSEs to MOOs MUCKs and any other
>style that has been created used for just about anything you can think of. 

Ahem. I've written a mud-thing called CI (for c-interpreter) is sort
of like LPMud and sort of like TinyMUCK. 

How it's like LP: it runs interpreted C, has alarms, all user commands
 implemented by the interpreted C code (CI-C)
How it's like MUCK: has a very muck-like objects, the db isn't reset
 every time you start it up

Anyways, if anybody wants to help beta-test or write a combat mudlib
or write a tiny-style mudlib, email me @ wetmore@titan.ucc.umass.edu

The bugs I've found so far & haven't fixed: object destruction doesn't
 reset variables referring to the destroyed object correctly, objects
 can be moved to themselves or to other objects that are carrying them,
 and once the thing wrote a corrupt database when it saved...

Features not yet implemented: a single-user mode, on-line editor,
 sprintf() and sscanf() system calls.

pat.
From: kisa@mentor.cc.purdue.edu (Kisa)
Newsgroups: rec.games.mud.misc
Subject: Any Italian muds out there?
Date: 10 Nov 92 14:21:27 GMT
Organization: Purdue University Computing Center


Does anyone know any muds in Italian language. I would greatly appreciate it
if you send me their addresses.
Thank you.


Kisa.
kisa@mentor.cc.purdue.edu
Newsgroups: rec.games.mud.misc,games.mud.diku
From: wcollins@netcom.com (Walter J. Collins)
Subject: Re: JUDYMUD DEEPSIXED...
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Mon, 9 Nov 1992 14:50:38 GMT


You mean you didn't have a backup???  Almost every filesystem I've ever 
used has had some sort of administrative tape backup done regularly.
Perhaps you can check with your system administrator and get him/her to 
restore a recent update for you.

Just a thought from an unconcerned 3rd party.

Walt (Cynic@UD)

-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud.misc