HDTenEightyP/NetNews huggingface dataset:
From: phuyg@csv.warwick.ac.uk (Mr P V Smith)
Newsgroups: rec.games.mud.lp
Subject: Re: Skill Orientation
Date: 27 Jan 1993 18:32:37 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: lily.csv.warwick.ac.uk

In article <1993Jan27.135014.9105@aber.ac.uk> awr0@aber.ac.uk (Adam William Reynolds) writes:
>There is only one way to describe this. The experience system used in
>Runequest2/3. Has any lp ever implemented something like this?
>
>For those who don't know, the theory behind it, is that the more you
>practice an ability (Like hitting something with a sword) the better
>you become at that ability.
>
>You do not gain experience points, but skill improvements. There is
>also the fact that you can only take a certain amount of damge
>of your total damage through one hit location. (It is possible
>to have a leg made useless, movement reduced, etc.....)

  I use a skill system kind of taken from Harnmaster, in harnmaster
you get a 'skill roll' every time you use a skill, succeed or fail,
but i took this and decided to make it so you only get a chance to
learn if you *FAIL* I came up with this theory from personal experience
in martial arts... I went to a club for a  couple of years and soon
got to be the best at sparring, so i thought i was great and hot, and
wasn't getting any better, but one day someone new joined the club, who
had done countless martial arts before, now he kicked my butt in a big way,
i couldn't touch him, and he could hit me everywhere, but i got MUCH
better in a very short period of time.. Why? Because before he came along
i was 'succeeding' in all my skills, and they weren't gettig any better,
because it was no challenge, but after he came along, i failed all the time,
and  i improved.. it's a sort of 'learn by mistakes' theory, and i reckon
it holds true.. and also has some implicit niceties, such as it means
that your players have to always practice on things tougher than themselves,
Surely this makes sense? the only mud i've played with skills is
shattered worlds, but they don't seem to use this system, because i became
a thief there, and stealing was real hard to start off with, but after
i got above a certain level (about 45%) i shot up to 110% or so in no time
because i just kept giving things to bunnies and stealing it back,
succeeding all the time.. so they seem to use the advance on success theory,
which, from my experience, is silly.. it means you advance real slow at
the start, and shoot up after a certain level of mastery, which just isn't so
in real life.. irl it seems to generally be the opposite, once you pick up
the basics you get to a reasonable level quick, then it takes a long long long
time to get to be a real master....

  btw, shattered worlds also has a damage system whereby damage is split
between limbs, and they can become maimed or severed (having yer head
severed sucks :)


  That's all

~Beebop/Paul V. Smith
From: sass@elf.etsu.edu (Mark Sass)
Newsgroups: rec.games.mud.lp
Subject: Re: Square Roots
Date: 24 Jan 93 19:40:09 GMT
Reply-To: sass@elf.etsu.edu (Mark Sass)
Organization: East Texas State University, Commerce, TX

Hi all,
   Um, just to let you know about an efun for square_root function is in the
driver made by Decker and Armidale of Cybeworld.  They added the sqare_rt
function to 3.1.2-DR driver, then added them to the mudos driver when they
switched.  I am running thier mudos driver which for the most part is 3.1.2
compatible (native mode that is).  If you are interested in this driver, it
is availible at merlin.etsu.edu by anonymous ftp or you can contact Decker
and/or Armidale at cyber@acme.etsu.edu.  They will be able to give you a
better idea of all the efuns they have added and compatibility with a 3.1.2
native driver.  Talk to them:)

Later,
   Sassman

Oh and one more thing.  I posted about using all_inventory to check the number
of guards in a room.  I dont know about CPU time or anything really in-depth
like that, but all I was trying to say was that you could check the current
number of guards in the room with that function.  Now whether you clone 6
more guards despite the number already in the room is totally up to you:)
BUT, I have heard bad things about Global Variables, so I dont use them
unless I have to:)  All up to whomever is doing the coding.  Just do it the
way you seem more understanding with:)
From: anipa@cs.tut.fi (Niilo Neuvo)
Newsgroups: rec.games.mud.lp
Subject: Re: RULES????? PLAYERS RIGHTS???????
Date: 21 Jan 93 17:36:04
Organization: Tampere U of Technology, Finland
Distribution: world
	<ANIPA.93Jan17202500@korppi.cs.tut.fi>
	<1993Jan21.091726.4620@fy.chalmers.se>
NNTP-Posting-Host: kaarne.cs.tut.fi
In-reply-to: jacob@fy.chalmers.se's message of 21 Jan 93 09:17:26 GMT

jacob@fy.chalmers.se (Jacob Hallen) writes:
> In article <ANIPA.93Jan17202500@korppi.cs.tut.fi> anipa@cs.tut.fi (Niilo Neuvo) writes:
> >This sounds good. May I use this for 'help rules' on an unnamed mud?
> Nope, these rights may only be used on named muds.

Must have missed the fine print.

++Anipa
--
      NN   NN  NN   NN  NNNNNNNN
    NNNN    N  NN    N  NNNNNN
  NNNNNN  N    NN  N    NNNN
NNNNNNNN  NN   NN  NN   NN
From: cs90djs2@brunel.ac.uk (Duncan J Stansfield)
Newsgroups: rec.games.mud.lp
Subject: Re: THE BEST MUD FORMAT
Date: 22 Jan 93 14:43:19 GMT
Organization: Brunel University, Uxbridge, UK
X-Newsreader: TIN [version 1.1 PL8]

David Bennett (guddt@uniwa.uwa.edu.au) wrote:
: johnvl@dutecaj.et.tudelft.nl (John C.M. van Leeuwen) writes:
: >> Following other PCs.
: >To what use; if you start killing, automatically follow? Would make things
: >cruel, wouldn't they?

: Follow is useful.  It has some minuses.  But I think it overly benifical.
: It does detract from some things.  But if you organise your mud more
: carefully it should not be a major proble.  However, you cannot follow people
: who are being attacked by you.  You can also loose any prospecive follower.
: On a side note, I quite liked the eotl method where you have to allow the
: person to follow you.  Thats quite a nice method.

if you can move fast enough, you should be able to follow anyone.
so you need some way of slowing people down (speeds).
speeds should be affected by encumbrance,strength, speed and
possibly your health.

duncan
Organization: Penn State University
Date: Thu, 21 Jan 1993 14:37:09 EST
From: bab <BAB127@psuvm.psu.edu>
Newsgroups: rec.games.mud.lp
Subject: Re: Valhalla Open House!
 <michael.727627030@pv0235.vincent.iastate.edu>

     About the pay to play thing.  This doesn't violate anything that Lars
or other coders did.  This is because there is nothing left of what they did.
Fletloss has basically written his own driver.  And yes Fletloss has spoken
with Lars about this matter.  And just for the record...Valhalla is the
best lpmud that I have ever come across.

mordor (used to be)@valhalla
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
From: jwtlai@jeeves.uwaterloo.ca (Jim W "GrimJim" Lai)
Subject: Re: A question or so (was: Re: Can a WIZ threaten you in RL????)
Organization: University of Waterloo
Date: Fri, 22 Jan 1993 19:36:30 GMT

In article <C19F5y.8CL@watserv2.uwaterloo.ca> sfwhite@sciborg.uwaterloo.ca (Stephen White) writes:
>In article <1993Jan21.214556.4138@newshost.lanl.gov> jad@beta.lanl.gov
>(John De Vries) writes:
>> Or was this yet again one of those kind of ad-hoc decisions that we
>> all-too-often see in the networking world based on a subjective rather
>> than objective value system?
>
>ooh, neat.  care to give us an example of an objective value system?

Don't bait him, man.  Ayn Rand's so-called philosophy was an overreaction
to communism and LSD.  :)
Newsgroups: rec.games.mud.misc,rec.games.mud.admin,rec.games.frp.misc
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Rumor has it...
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 26 Jan 93 06:15:18 GMT

In article <1993Jan26.030055.20704@slate.mines.colorado.edu> bshults@slate.mines.colorado.edu (HATHAWULF) writes:
>A friend of mine told me that he recently seen a post about a MUD in
>production that has posted an AD looking for writers and programmers.
>But now, I can't find anything about it anywhere.  Does anyone know what
>I'm talking and can help me?

Look through rec.games.mud.lp. A number of ads were posted there in the
last few days (I think three).

>The MUD, from what I understand, doesn't go by levels, allows you to look
>into other squares, has multiple races and lots of other non-standard MUD
>thinkds in it.

At least in LP land, all of these features are pretty standard by now. FWIW.
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
From: mausf@csv.warwick.ac.uk (S J Marsh)
Newsgroups: rec.games.mud.misc
Subject: Re: Client/server protocol for LP prompts
Date: 27 Jan 1993 11:47:41 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: chervil.csv.warwick.ac.uk
Keywords: client server prompt protocol

In article <44072@sdcc12.ucsd.edu> djohnson@cs.ucsd.edu (Darin Johnson) writes:
>>The Solution:
>>The server can append the TELNET protocol sequence IAC GA (Go Ahead) to
>>lines not otherwise terminated (i.e., prompts).  A client can then
>>immediately determine how to interpret a block of text:
>...
>>I don't see any problems in this new method.
>
>Well...
>
>a) All the output statements that do not have a carriage return
>   at the end will have to be examined to determine if they
>   are a prompt or not.  Unless your client is willing to accept
>   making an occasional mistake either way.

Huh ? thats the point of using the GA option. You don't have to mess
around trying to pick the prompt text out of the garbage that gets
sent to the client without returns on the end. All you have to do is
check if there is a IAC GA on the end.

>
>b) Is it important enough to make this change?  Why not just display
>   the partial text, then place the cursor after it?  Then if more
>   text comes in later, display that, move cursor, etc.  If the user
>   had typed text in the meantime, move the text to the new cursor
>   position.  (is that easy in tinyfugue?  I haven't looked at it)
>
>   (my problem here is that I'm unsure why you really need to know
>   exactly if it's a prompt or not - it was a simple matter in my
>   emacs client)
>

I can speak for TUsh, and its non-trivial. Emacs has the advantage of
already having screen positioning stuff built in, and pays the price
by being huge. If you want to try doing this sort of thing neatly
using terminal codes, you start knocking out less able terms that just
cant handle it. If you don't use terminal codes, you get source bloat.
If you want to keep the client small and sleek, forget it.


Simon Marsh

S.J.Marsh@csv.warwick.ac.uk
From: gt6525c@prism.gatech.EDU (Damon Gallaty)
Newsgroups: rec.games.mud.misc
Subject: Re: talk/only/mud
Date: 28 Jan 93 19:50:33 GMT
Organization: Georgia Institute of Technology

In <1993Jan28.155113.21398@nmsu.edu> ddresp@dante.nmsu.edu (DRESP) writes:


>  Hey is anyone out there interested in a mud where there is no monsters, and noplayer killing because there is no players. What i am talking about is a chat    line. This chat line is set up like a mud, but it's sole purpose is for talking . What I like most about this chat line is it has some of the features of a     normal mud, because it's set like a mud. Like shout forever because their is no spell and hit points, and best of all you cant die. When you first log in you  can choose a name but no passw

o



>rd is required. Each time you log on pick a      different name if you would like. Oh well if you are interested in this type    of mud, or should i say chat just email me. Thanks for your time.


>        ddresp@dante.nmsu.edu

Well, it sounds like a couple of things would be your type. First, there's
TinyMUDS of the MUSH, MUSE, and MUCK variety, which are mostly talk. Actually,
that's not all true...most MUSEs are role-playing, and quite a few MUSHes are
role-playing as well. At any rate, these feature no-combat, no-hp, no LP/Diku
type environments (except for some of the role-playing variety again...)
in which you can talk freely.

The other option is to break away from MUDs and try things like IRC, which
is simply a chat network. All you have is a name and groups to join and talk
in.

The bottom line is this: it sounds like you're getting tired of the combat
stuff. Break off of it then...avoid LP and Diku muds, which are combat
oriented.

BTW, this has nothing to do with my personal views. :)

-- 
"Have you ever danced with the Devil by the pale moonlight?
 I ask that of all my prey. I just like the sound of it..."  - the Joker
************************************************************************
Damon Gallaty                           E-mail: gt6525c@prism.gatech.edu
From: chrisc@debra.dgbt.doc.ca (Chris Camfield)
Newsgroups: rec.games.mud.misc
Subject: any austrian muds?
Date: 26 Jan 93 15:57:19 GMT
Organization: Communications Research Centre, Ottawa, Canada


Are there any Austrian muds?  For that matter, what is the extension for
Austria?  .au is Australia...

Please email any replies.
-- 
Chris Camfield (chrisc@debra.dgbt.doc.ca)
	"Downstairs, in the cellar, drums are beating..."  (Split Enz)
Xref: sparky rec.games.mud.misc:2112 rec.games.mud.admin:1217 rec.games.frp.misc:12032 rec.games.int-fiction:1251
From: bombman@diku.dk (Hans-Henrik St{rfeldt)
Newsgroups: rec.games.mud.misc,rec.games.mud.admin,rec.games.frp.misc,rec.games.int-fiction
Subject: Re: Rumor has it...
Date: 28 Jan 93 14:31:52 GMT
Organization: Department of Computer Science, U of Copenhagen

wrighttj@uhura.aston.ac.uk (Auntie Tim) writes:

>Personally, I was impressed by the fact that the NPCs will use
>"Artificial Intelligence"... I was under the impression that 
>this wasn't currently possible. I believe that there's a standing
>prize put forward by someone in the states (in the order of 10,000?
>not sure...) for the first machine intelligence to pass a Turing 
>test. Most of my AI lecturers, and the few text books I've read 
>seem to think that it's not going to happen in the near future. 
>Okay, so I'm being pedantic; the poster evidently meant AI techniques
>designed to make things more believable (sp?) rather than convincing
>people that an NPC was actually a human being. If so, it could be 
>interesting to see how well they do... if not, then I'm sure they
>could get government sponsorship, unless they're just blowing hot
>air :). All IMHO, of course...
Maybe he ment that the NPC's react logically, as programmed with
triggers etc. I'm sure. if you ask them how you should tell your 
girlfrend that you love her, they'd do nothing at all...........
Maybe just say 'I know little about this' or some ELIZA reaction.

--HHS
-- 
 ___________________________________________________
|            Bombman the mad bomber                 |
|               Bombman@diku.dk                     |
|___________________________________________________|
Xref: sparky rec.games.mud.misc:2060 rec.games.mud.tiny:1527
From: st1vi@rosie.uh.edu (Roberts, Russell R.)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
Subject: Re: Oh dear, here I go again (was: Can a WIZ threaten you in RL????)
Followup-To: rec.games.mud.misc,rec.games.mud.tiny
Date: 25 Jan 1993 05:05 CST
Organization: University of Houston
Distribution: world
NNTP-Posting-Host: rosie.uh.edu
News-Software: VAX/VMS VNEWS 1.41    

>An advertisement for a perfume is not very much at all like asking a woman
>who you haven't met to portray herself as an object of male fantasy and
>perform sensually for the amusement of pimply undergraduate computer nerds.
> 

We wouldn't be stereotyping, would we?



>I'm a little distressed at the number of stupid people who have responded to
>the original posting with a variation on "the dictionary says it's not
>harrassment!!".  Stop mewling about definitions and think for a moment.


Interesting statement.  "Oh, the facts of the matter aren't important."
Is that what you are saying?  In this case, it is.  The word "harrass" has
a very negative connotation in our society, especially when concerning
females.  It's similar to the words "Kill" and "Murder".  Both mean To end a
Life, but 'murder' means to do it in a premeditated, unlawful way.  You can
kill someone and it be justifiable.  You can be rude to someone just by being
thoughtless, but to HARRASS means to do it deliberately and with malice.
So the next time you say "Stop mewling about definitions", remember, those
definitions are important.


Xref: sparky rec.games.mud.misc:2047 rec.games.mud.tiny:1496
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
Subject: Re: Oh dear, here I go again (was: Can a WIZ threaten you in RL????)
From: jsteiner@anwsun.phya.utoledo.edu (jason 'Think!' steiner)
Date: 22 Jan 93 15:37:00 EST
X-Newsreader: Tin 1.1 PL4

rhodesia@wixer.cactus.org (Felix S. Gallo) writes:
> jsteiner@anwsun.phya.utoledo.edu (jason 'Think!' steiner) writes:
> >> 
> >> This is a different situation. There's a difference between 
> >> posters on a wall and fliers in personal mailboxes.
> >
> >ok. let's use your definition here for a second. what happens if 
> >you get a flyer for a new perfume in your (RL) mailbox that says 
> >"try this perfume!"? now, it was only mailed to people marked as 
> >female on the company's mailing lists. it is in your personal 
> >mailbox. you have to spend a few seconds looking at it to decide 
> >if it's something important or not. in essence, it's exactly the 
> >same sort of thing as the letter requesting people to role-play 
> >dancing girls. 
> 
> An advertisement for a perfume is not very much at all like asking 
> a woman who you haven't met to portray herself as an object of male 
> fantasy and perform sensually for the amusement of pimply 
> undergraduate computer nerds.

you're missing the point. the original poster said that she was
not offended by the idea of popping out of a cake at a bachelor party.
i'm trying to figure out what she -was- offended by. was it the fact
that she got mail from someone she didn't know? was it the fact that
she got mail at all? was it the fact that that message had also been
sent to several other people? (Cc:phobia?)

i can understand that some people might see bachelor parties as sexist.
but that is not the case here & even if it were, there's quite a
large difference between typing ":pops out of a cake" and doing
it in RealLife(tm).

jason

--
`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`
`,`              PGP 2.0 public key available on request.               `,`
`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` jsteiner@anwsun.phya.utoledo.edu ,`,`,`
From: datta@durban.berkeley.edu (Ruchira Datta)
Newsgroups: rec.games.mud.misc
Subject: Where's the FAQ?
Date: 25 Jan 93 16:51:57 GMT
Distribution: ba
Organization: U.C. Berkeley Math. Department.
NNTP-Posting-Host: durban.berkeley.edu

Could some kind soul please tell me where the MUD FAQ is?  Is it posted
regularly?  If so, where?
Newsgroups: rec.games.mud.misc
From: torh@syma.sussex.ac.uk (Tor Houghton)
Subject: Can a wiz blah blah blah
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL5
Date: Mon, 25 Jan 1993 14:14:26 GMT

                            YEAH. DAMN STRAIGHT.

T.

-- 

----------------------------------------------------------------------
email: torh@cogs.susx.ac.uk           "Then we will wonder if machines
                                       will steal each others dreams."
From: bv652@cleveland.Freenet.Edu (Ilan Uri Woll)
Newsgroups: rec.games.mud.misc
Subject: Looking for specific MUD
Date: 21 Jan 1993 07:37:40 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: bv652@cleveland.Freenet.Edu (Ilan Uri Woll)
NNTP-Posting-Host: hela.ins.cwru.edu


I remember a reference in DRAGON about a MUD with graphics .similar
to the POOL OF RADIANCE game, anybody know where that is.
-- 
---  !      ^    !\  !
 !   !     /-\   ! \ !
___  !__  /   \  !  \!  
                        Avoid cliches like the plague" George Shaw
From: IO10081@MAINE.MAINE.EDU (The Xanadian)
Newsgroups: rec.games.mud.misc
Subject: Re: POPE NEEDS MUD LIST, Film at 11.
Date: 26 Jan 93 15:28:53 GMT
 <1993Jan25.003554.7867@itsmail1.hamilton.edu>
Organization: University of Maine System

Here's what you do to get a mudlist:

1.  FTP to caisr2.caisr.cwru.edu

2.  Type:  cd pub/mud

3.  Choose whatever list you want.  The higher the volume #, the newer the
    list.
Newsgroups: rec.games.mud.misc
From: ddresp@dante.nmsu.edu (DRESP)
Subject: talk/only/mud
Organization: New Mexico State University
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 28 Jan 1993 15:51:13 GMT

  Hey is anyone out there interested in a mud where there is no monsters, and noplayer killing because there is no players. What i am talking about is a chat    line. This chat line is set up like a mud, but it's sole purpose is for talking . What I like most about this chat line is it has some of the features of a     normal mud, because it's set like a mud. Like shout forever because their is no spell and hit points, and best of all you cant die. When you first log in you  can choose a name but no passwo






rd is required. Each time you log on pick a      different name if you would like. Oh well if you are interested in this type    of mud, or should i say chat just email me. Thanks for your time.


        ddresp@dante.nmsu.edu

Xref: sparky rec.games.mud.misc:2067 rec.games.mud.admin:1196 rec.games.frp.misc:11783
From: bshults@slate.mines.colorado.edu (HATHAWULF)
Newsgroups: rec.games.mud.misc,rec.games.mud.admin,rec.games.frp.misc
Subject: Rumor has it...
Date: 26 Jan 93 03:00:55 GMT
Organization: Colorado School of Mines

A friend of mine told me that he recently seen a post about a MUD in
production that has posted an AD looking for writers and programmers.
But now, I can't find anything about it anywhere.  Does anyone know what
I'm talking and can help me?

The MUD, from what I understand, doesn't go by levels, allows you to look
into other squares, has multiple races and lots of other non-standard MUD
thinkds in it.

Thanks...

Miles Messervy
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
From: bethmo@microsoft.com (Beth Moursund)
Subject: Re: Can a WIZ threaten you in RL????
Date: 21 Jan 93 08:40:37 GMT
Organization: Microsoft Corporation

IMHO, sending one rude mail message to 20 people is just as worthy of
being called harrasment as sending 20 rude mail messages to one person.

  - Annalyn @ various MUSHes

Newsgroups: rec.games.mud.misc,rec.games.mud