HDTenEightyP/NetNews huggingface dataset:
From: iav@po.CWRU.Edu (Ian A. Verschuren)
Newsgroups: rec.games.mud.misc
Subject: Next machines
Date: 17 Nov 1992 05:23:39 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: iav@po.CWRU.Edu (Ian A. Verschuren)
NNTP-Posting-Host: thor.ins.cwru.edu


Hey there... I'm trying to set up a mud on a nextstation, but am having
a hell of a time with the makefile program..  what I need to know is if
someone has sucesfully put up a mud on a next, (using mach i believe), and
if so can u send me a copy of your makefile program,so that i can look at 
it and see what changes/adjustments I have to make!
please send replies Email to
iav@po.cwru.edu
laterz!
 
-- 
************************************************************************
*(place your own favorite cute sig file here and pretend its mine)     *
*Ian.                                                                  *
************************************************************************
Newsgroups: rec.games.mud.misc
Subject: Re:MUDS should be banned
From: jrshroyer@miavx1.acs.muohio.edu
Date: 21 Nov 92 11:43:37 -0500
Organization: Miami University Academic Computer Service"

	Well lone wolf definitely has an idea, but why should we punish
thousands of people jsut because one persone feels muds are harmful. I know
many people who have become more talkative after playing muds for a while. Sure
it addictaive to a lots of people but hey thats our choice. Why shoud one
person be allowed to decide for us what we can or cant do. Hey i thought this
was a free country..?  Maybe lone wolf should play a mud if he hasnt? if if he
has maybe he should find a new one. Never know you might actually like it. One
final question.  Why do you read this news group if you dislike muds so much?


				  Jim

*****************************************************************************
*   come try our mud  129.241.36.200 4000   talk to me Bart the kindly      *
*   immortal.  We offer lots of option to all sorts of players. We have     *
*   just recently remove stat limits and you can now buy stats above 18's   *
*   now the max stat is 25.  Come and enjoy grimne mud.                     *
*****************************************************************************
From: cudep@csv.warwick.ac.uk (Ian Dickinson)
Newsgroups: rec.games.mud.misc
Subject: Re: MUDS should be banned.
Date: 19 Nov 1992 15:05:53 GMT
Organization: Team Limpid's Meathead With Aptitude - Kunst und Wahnsinn
Distribution: world
Reply-To: cudep@csv.warwick.ac.uk
NNTP-Posting-Host: spatula.csv.warwick.ac.uk

In article <1eg6d0INN6l7@anise.csv.warwick.ac.uk>, phuag@csv.warwick.ac.uk (Mr C J Tilbury) writes:
>No, there are people whose social lives are based around mudding. If what you
>say is true, then everyone has a "social life" given to them at birth, and then
>they can accordingly use it, or neglect it. People make their _own_ social 
>lives, doing there own thing.

Which would be fine if it didn't affect other people in such a negative
manner.

>Perhaps this is more a reflection on the sorry state of the real world, than on
>any particular mud or person.

Nope - It's a reflection of a sorry state of a sad person in a sad world.
Some people play muds and don't become addicted, so it's not an inherent
feature of a mud in itself.

Perhaps these people need to get in touch with Technophiliacs Anonymous.
And perhaps this requires some effort since most of the ones I've met
don't believe that anything else in the world matters.  This includes hygiene.

:-(
---
\/ato - Ian Dickinson - NIC handle: ID17                   No-one is to molest
vato@csv.warwick.ac.uk  ...!mcsun!uknet!warwick!vato           the wombat when
/I=I/S=Dickinson/OU=CSV/O=Warwick/PRMD=UK.AC/ADMD= /C=GB/            anyone is
@c=GB@o=University of Warwick@ou=Computing Services@cn=Ian Dickinson  watching.

Newsgroups: rec.games.mud.misc
From: surve_n@zebra.cs.jhu.edu (Naved A. Surve)
Subject: Re: CarnageMud
Organization: Johns Hopkins Computer Science Department, Baltimore, MD
Date: Sat, 21 Nov 1992 11:47:39 GMT

In article <1992Nov21.055823.10844@nmsu.edu> amolitor@nmsu.edu (Andrew Molitor) writes:
>In article <37655@uflorida.cis.ufl.edu> bla@reef.cis.ufl.edu
>(Basilius Arvanitis) writes:
>> [extolling the virtues of this diku variant]
>>CRASH PROTECTION:  
>>
>	Call me naive, but why don't you just fix it so it doesn't
>crash?
>
>	Andrew

I think the Diku coders have the best response:

In "news",


The daily joke:

We hereby declare DikuMUD free of bugs.


-Naved chuckles politely.
-- 
Naved A. Surve
--------------------------
surve_n@server.cs.jhu.edu
surve_n@jhunix.hcf.jhu.edu
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: rlt20429@uxa.cso.uiuc.edu (Robert L. Thomas)
Subject: Re: Player killing ....
Organization: University of Illinois at Urbana
Date: Mon, 23 Nov 1992 08:21:26 GMT

Players = Mobs, and whats best is that players = well equiped mobs.xD  While
I am not a kill for the love of killin{;;v (damn line noise) pk, 
I will off a player if they annoy me or have eq that I baddly want.  Like
mobs you have to consider risk vrs. reward.  Player, even poor ones have a 
much greater risk potential then mobs, players may have friends who are
a high level, or may have other characters which will seek your blood.
So you find the loner types with good eq, kill them quickly, and bingo
you are set with the best eq, and can hopefully fend off any responce.

(Please excuse the choppy writing, line noise is bad)
Robb
Not related to Robb of epic in any way :-)
Newsgroups: rec.games.mud.misc
Subject: Re: Death and its effects
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Tue, 24 Nov 1992 02:53:13 GMT
 <1992Nov23.000812.26175@sol.UVic.CA><JAMIE.92Nov23195007@kauri.vuw.ac.nz><Nov23.161946.44835@yuma.ACNS.ColoState.EDU>
Organization: /u/student/jamie/.organization

In article <Nov23.161946.44835@yuma.ACNS.ColoState.EDU>
ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig)) writes:

   One problem with trying to implement this on many current MUDs is
   that someone kills the dragon and finds the holy grail at least a
   few times a week.  If combat were difficult enough, and death were
   permanent enough, there would be no need to reset the DB.  If you
   don't reset the DB, killing a major beastie _is_ an important feat.
   Of course you would need to come up with a system for generating
   lesser beasties just to keep their population up. (Mostly for the
   newbies)

Monster repopulation has been done. Another bonus of no-resets is that
equipment might become slightly more scarce. Monsters are a major
supply, and if they are killed permanently, then that equipment
wouldn't be reset. Of course, if the monsters have the intelligence
and resources to make their own equipment, then that's another story,
but this should not be a given. Some races might well use equipment
that they take from corpses, but are unable to make it themselves.
Thus, if that equipment is subsequently lost, it should not be a part
of the next generations.

Jamie
Newsgroups: rec.games.mud.misc
From: surve_n@zebra.cs.jhu.edu (Naved Ali Surve)
Subject: Re: <None>
Organization: Johns Hopkins Computer Science Department, Baltimore, MD
Date: Mon, 16 Nov 1992 18:12:21 GMT

In article <1992Nov16.153855.1@ntuvax.ntu.ac.sg> sa1952838@ntuvax.ntu.ac.sg writes:
>I was wondering how come many of the MUD addresses have almost nobody playing
>them except for the one I'm currently playing (129.16.50.30 1701). There are
>around 90+ players that I know in that game. Is there any other mud that has a
>high number of people playing?

I assume you are playing Lp looking at your address.. If you want to play
Diku, there are quite a number of popular Diku's.  My personal favorite is
	
	JediMUD		stimpy.psy.jhu.edu 4000
			128.220.27.102 4000

-Naved

-- 
Naved A. Surve
--------------------------
surve_n@server.cs.jhu.edu
surve_n@jhunix.hcf.jhu.edu
Newsgroups: rec.games.mud.misc
From: jxjdb@acad1.alaska.edu (Jason D. Bourgoin)
Subject: Re: Recent Article in the "Chronicle of Higher Education"
News-Software: VAX/VMS VNEWS 1.41    
Organization: UAS Academic Computing
Date: Fri, 20 Nov 1992 03:09:00 GMT

In article <1992Nov19.235439.18003@fcom.cc.utah.edu>, 
holmbeck@cs.weber.edu (Holmbeck) writes...

>You might want to check out the latest, this week's, issue
>of The Chronicle of Higher Education... It's got an anti-MUD
>article in it. 

Any chance someone could post it electronically, with permission
of course, for those of us who don't happen to have a spare copy
floating around ?

>-- Laura / Tygress / Maori / ad nauseum

Jason D. Bourgoin,
aka "Katmandu"
_____________________________________________________________________________
\   Jason_D_Bourgoin()->return_email("jxjdb@acad1.alaska.edu");             /
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
\   The opinions/etc expressed herein are my OWN, and do not necessarily    /
/   reflect the views of the University of Alaska, and any affiliates of    \
\   the University, including the University of Alaska Southeast Juneau,    /
/   or the Computer Center and Academic Computing thereof.                  \
\___________________________________________________________________________/

Newsgroups: rec.games.mud.misc
From: icsip175@Msu.oscs.montana.edu (Jonathan Smith)
Subject: Re: help
Reply-To: icsip175@Msu.oscs.montana.edu (Jonathan Smith)
Organization: Montana State University
Date: Fri, 20 Nov 1992 11:45:30 GMT

In article <00963E13.19F0A360@Msu.oscs.montana.edu>, icsip175@Msu.oscs.montana.edu (Jonathan Smith) writes:
>I am looking for some help as I am new to MUD's.
>
>Say that I was to connect to World's of Carnage at 128.227.116.14 port 4000
>I get connected and then login appears.
>
>What do I type for Login and Password?
>Help would be apreceated.
>please post your answer or E-mail to icsip175@trex.oscs.montana.edu
>thanks in advance
> 

Thanks to anyone who would have helped but I got if figured out
Jonathan Smith

Newsgroups: rec.games.mud.misc
From: arachnid@next03wor.wam.umd.edu ()
Subject: Re: AWESOME practical jokes
Reply-To: rec.arts.comics
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Sun, 22 Nov 1992 23:56:24 GMT


what a riot.  I can hardly contain myself.  you are a genius.
Newsgroups: rec.games.mud.misc
From: dburgdor@cwis.unomaha.edu (Darryl Burgdorf)
Subject: Re: CarnageMud
Organization: University of Nebraska at Omaha
Date: Wed, 18 Nov 1992 14:28:00 GMT


Um ....

You gave us the address for Carnage, but not the port number ....

Darryl


Newsgroups: rec.games.mud.misc
From: ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig))
Subject: Re: Death and its effects
Date: Mon, 23 Nov 1992 16:19:46 GMT
Organization: Thealir Construction Company

In rec.games.mud.misc, jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
>In rec.games.mud.misc, mmcalees@cs16.UVic.CA (Michael McAleese) writes:
>
>     What about simply making it that "death is death". Depending on the level
>   of seriousness in a monster's attitude/trap's lethality they might stop at
>   wounding you into incapacitation (providing the combat system allowed this)
>   but if you are killed that character is gone. Dead. History.
>     It would sure make you more careful.  Appropriate for some themes, not
>   for others.
>
>Actually, you bring up a good point with the word "history". That is
>what many MUDs lack, it seems to me. Not just lack of history in the
>world, but lack of history (or continuity if you will) in the players
>that come and go. None of them make an impact on the world. If a
>player stops logging in to a MUD, the only effect is that there is
>more loot for the rest. To most characters, those powerful, high level
>characters are just people who walk into a room you're in, and walk
>straight through without stopping, off into an area where weaker
>people fear to tread. These are the characters who should be famous,
>renowned for their great deeds, for the fact that they slew the dragon
>and found the Holy Grail.
One problem with trying to implement this on many current MUDs is that someone
kills the dragon and finds the holy grail at least a few times a week.  If 
combat were difficult enough, and death were permanent enough, there would be no
need to reset the DB.  If you don't reset the DB, killing a major beastie _is_
an important feat.  Of course you would need to come up with a system for 
generating lesser beasties just to keep their population up. (Mostly for the 
newbies)


-- 
+--------------------------+-------------------------------------------------+
| Vilkata, the Dark King   | "It's better to rule in hell, than serve in     |
| ludwigj@cs.colostate.edu |  Heaven."  -- Paridise Lost                     |
| Vilkata@Most MUCKs       | "Maybe she sat on something sharp." -- Piper    |
From: parvin1@husc11.harvard.edu (Douglas Parvin)
Newsgroups: rec.games.mud.misc
Subject: Re: CarnageMud
Date: 23 Nov 92 03:34:57 GMT

amolitor@nmsu.edu (Andrew Molitor) writes:

>In article <37655@uflorida.cis.ufl.edu> bla@reef.cis.ufl.edu
>(Basilius Arvanitis) writes:
>> [extolling the virtues of this diku variant]
>>CRASH PROTECTION:  
>>
>	Call me naive, but why don't you just fix it so it doesn't
>crash?

>	Andrew

There is only one type of mud that never crashes: one that never changes.

But when a mud is being improved almost daily, even the most careful IMP is
bound to let a bug slip by.  So having it so a crash doesn't cost players
their equipment, and having an automatic reboot system are very important
features to me.
-- 
===========================================================================
Douglas Parvin
parvin1@husc.harvard.edu
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.misc
Subject: Re: Next machines
Summary: What Kind of MUD?
Keywords: (NeXTs are cool)
Date: 17 Nov 92 10:02:41 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1e9vkrINNlda@usenet.INS.CWRU.Edu> iav@po.CWRU.Edu (Ian A. Verschuren) writes:
>
>Hey there... I'm trying to set up a mud on a nextstation, but am having
>a hell of a time with the makefile program..  what I need to know is if
>someone has sucesfully put up a mud on a next, (using mach i believe), and
>if so can u send me a copy of your makefile program,so that i can look at 
>it and see what changes/adjustments I have to make!

Don't you love it when people don't even mention what kind of mud they are
trying to set up?  The NeXT is a wonderful machine, and LOTS of different
types of MUDs run on them... but unless you specify what kind of mud you're
trying to run, we can't help you!

I can say one thing right off, which is that MudOS and several other flavors
of LPmud run just fine on the NeXT, but the NeXT is just a wee bit nonstandard
so if your flavor of MUD hasn't been ported to it, someone should do it!
Support the greatest operating system in the world... ;-)

>please send replies Email to
>iav@po.cwru.edu
>laterz!
 
Adam Beeman
Buddha@tmi-2
-- 
-------------------------------------------------------------------------------
 From the Mind of Adam Beeman       || Flames:      root@localhost
 #include <std/disclaimer.h>        || other stuff: beeman@cats.ucsc.edu
-------------------------------------------------------------------------------
 Yeah, I'm into MUDs, UNIX, philosophy, art, networking, and saving the earth,
         the Information Age is here and my head is too small...
-------------------------------------------------------------------------------
From: jester@ac.dal.ca
Newsgroups: rec.games.mud.misc
Subject: Looking for Warhammer
Date: 16 Nov 92 04:12:37 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

I'm looking for a MUD I used to play about two years ago this month.  It's
name was Warhammer.  It was considerably different than the diku or Lp style
muds.  Each character had a coice if race which included feline among the
usual choices.  Instead of advancing by levels you instead spent your xp
on various weapons skills, thievery, magic , healing arts, etc.  No character
was limited by class, everone could develop any skill that they chose.  
The best part of all was that it came with a remarkable little ASCII map that
was used for teleporting coordinates.  
	
If anybody out there knows the address of this mud or one similar, could they
please post a note here or email me directly at:
		peersfw@newton.ccs.tuns.ca

	Thanks in advance!
Newsgroups: rec.games.mud.misc
From: smeagol@carina.unm.edu (Karl P.)
Subject: The History of MU**ing
Date: Sun, 15 Nov 92 19:50:36 GMT
Organization: University of New Mexico, Albuquerque
Keywords: MUSH, MUD, MUCK, MASHED-POTATO 



     I've heard, through fairly unreliable sources, that somewhere out there
 in the depths is a history of MUDS, MUCKS, MUSHES, etc.  Does anyone know if
 this is true or is my sources just confusing the FAQ list for something it's
 not?

     If such a thing does exist, would someone be willing to either post it
 or E-Mail it to me? 


      Thanks,

						---Reverend Smeagol


-- 
????????????????????????????????  Bingo displays many traits which may be      
?   smeagol@carina.unm.edu     ?  interpreted as human.  Of course, it is  
?    Global Village Idiot      ?  unscientific to anthropomorphize a fifty-
????????????????????????????????  foot moon roach.  ---Sam (of Sam & Max)
Newsgroups: rec.games.mud.misc
Subject: Re: GodNet Returns
From: tarod@vax1.mankato.msus.edu
Date: 19 Nov 92 10:56:37 -0600
Organization: Mankato State University

In article <cluther.722152554@morticia>, cluther@morticia.cnns.unt.edu (Clay Luther) writes:
> The GodNet is returning to the net.  All programmers of the GodNet need to 
> log in and check with Malraux or Chaos *ASAP*.
> 
> morticia.cnns.unt.edu 7777
> 
> Thanks.
> 
> NOTE: GN is not open to the public *yet*.  Please be patient.
> 
> -- 
> Clay Luther
> cluther@morticia.cnns.unt.edu

Clay:
On behalf of all the GodNet players who have been waiting three months to hear
these very words from you, I have only one thing to say in response:
	YESSSSSSS!!!
-- 
------------------------------>>>
Tarod "I want my GNOO"
tarod@vax1.mankato.msus.edu
===============================================================================

Tarod @ GodNet, Mua'Kaar, Swords, DarkThorn
Y'dros @ SouCon (and most Pern MU*s)
Nain @ Narnia
Mordin @ Belgariad
Gorthaur @ Torg
Newsgroups: rec.games.mud.misc
Subject: Re: MUDS should be banned
From: cwilder@eis.calstate.edu (Charlotte Wilder)
Date: Mon, 23 Nov 1992 03:16:30 GMT
Organization: Calif State Univ/Electronic Information Services

On banning muds...

Nobody has any right to bad a mud except for the mud host machine's
owner/admin.  Period.  The owner of the machine (or admin) has purchased
some sort of subscription to an Internet (or phone number, if not on the
Internet) connection (leased line, etc) and PAYS GOOD MONEY for that
connection, and there is generally no amendments to such subscriptions
that limit bandwidth below the subscribed maximum, even if the line was
operating at full bandwith 100% of the time.  It is ultimately the owner's
decision to allow a mud(s) to reside on his/her machine.  Good luck
convincing all of those people to remove the mud(s) from their systems.

Newsgroups: rec.games.mud.misc
From: torh@syma.sussex.ac.uk (Tor Houghton)
Subject: Re: MUDS should be banned.
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL4
Date: Thu, 19 Nov 1992 19:16:10 GMT

Ban this, ban that.

Gas. That's all I have to say to that.

Ho hum.

Tor.
-- 

----------------------------------------------------------------------
email: torh@cogs.susx.ac.uk           "Then we will wonder if machines
                                       will steal each others dreams."
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: dburgdor@cwis.unomaha.edu (Darryl Burgdorf)
Subject: Re: Player killing ....
Organization: University of Nebraska at Omaha
Date: Sat, 21 Nov 1992 09:52:26 GMT


Well, I'm noticing an interesting trend here.

So far, since my original posting, EVERY response has been from someone who
either (a) opposes player killing or (b) supports player killing only among
relatively equally-powerful characters or in cases where there is clear CAUSE
for the "execution".

How odd.

Judging from this thread, you'd get the impression that those who kill other
players for the sheer "joy" of it are few or none.

And yet ....

I myself ran into two of them on two different MUDs in one weekend.  I hear
stories of other actions by such folk fairly often.  Some MUDs seem dedicated
to their philosophy, and I've seen posts on other threads when someone happens
to mention having gotten killed that run along the lines of "Hey, if you don't
wanna get killed, go to a wimpy MUD .... Some of us LIKE killing each other".

Are none of them willing to attempt a "rational" defense of their attitude?

So far, all of the people who have posted in response to my original question
are people I'm basically inclined to agree with, and not the people I was
actually hoping to hear from.

I know there are players out there who enjoy pkilling simply for the sake of
pkilling, and who don't give a damn if they have a "reason" to kill someone or
not.

To them I issue the following challenge:

Speak up.  Stop hiding behind anonymity.  Defend your choice of "playing
style" publicly.

And if you're not willing to do so, then maybe you'd better seriously
re-think that style.

	Yours,

		Darryl


 /------------------------------------------------\
 | dburgdor @unmcvm.unmc.edu or @cwis.unomaha.edu |
 \------------------------------------------------/

Newsgroups: rec.games.mud.misc
From: edan@netcom.com (Edan Shalev)
Subject: TAMU
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Distribution: usa
Date: Thu, 19 Nov 1992 08:02:20 GMT

does anyone know when TAMU will be open to the public?