HDTenEightyP/NetNews huggingface dataset:
From: n8810182@henson.cc.wwu.edu (LittleOne)
Newsgroups: rec.games.mud.lp
Subject: Re: Nirvana is the Jerk Mud
Summary: Catch a clue bimbo!!!
Date: 6 Oct 92 16:42:15 GMT
Article-I.D.: henson.1992Oct6.164215.22554
Organization: Wonderfully Wet University

GIVE ME A BREAK!!!  While I'm not a fully active player on Nirvana,
I AM actual a REAL female playing a female.  I've had some of that
attention when I've logged on to Nirvana also.  You're right... some
of the guys are horny, but they take it no farther than you allow it
to be taken.  Merlyn *can* be a prick, but the rest of the guys helping
you (sending tells offering to help) are just that, offering to help.
Magnum is a pretty cool guy from what I've seen and he's NEVER initiated
mudsex with me.  

Now, not to advertise another mud, but ... I am a regular, HIGH playing
player on After Hours.  I play a female there.  I *have* had guys drool
over me and *beg* me to marry them via shouts (Hiya TK).  That doesn't 
mean they are sex fiends.  They do that because we are friends and they 
can do it.  I made myself very clear when I started mudding a long time
ago, I won't marry or have mudsex on THAT mud.  (besides, I've dated
one of the gods and I know too many wizards that play from here that 
wouldn't think twice about snooping). Hey, most the guys on AH KNOW 
better than to mess with Casandra the Mistress of Mages.  She's not a 
bitch, but don't make her mad.  Basic message here... YOu get EXACTLY 
what you ask for, no more or no less.  

AND btw, if you were a guy trying to prove a point... it's null and void.
Most the guys being jerks KNOW they're being jerks and most the guys NOT
being jerks know they exist.  Most the girls being sluts usually KNOW what
they're getting into, and the ones that want to be left alone, make it known
and are left alone.  Catch a clue and find another 'great mystery' to 
uncover.

(Lady Telnet Commando) Casandra, the Mistress of Mages@AH
-- 
     /)               /      /~~\             *  Vickie Hoover           
    /      * _/__/_  /  _   /    )  __   _    *  n8810182@henson.cc.wwu.edu    
   /      /  /  /   /  / ) (    /-//  ) / )   *  8810182@nessie.cc.wwu.edu
  (_____ (_/(_/(_/ /_ (_/_/ \__/ /   /_(_/_/  *  VickieH@nessie.cc.wwu.edu
Newsgroups: rec.games.mud.lp
From: tpeland@polaris.utu.fi (Tero Jyri Michael Pelander)
Subject: Re: get_dir() checking valid_read()
Keywords: get_dir,valid_read
Organization: University of Turku, Finland
Date: Mon, 5 Oct 92 10:45:53 GMT

duening@ibr.cs.tu-bs.de (Lars Duening) writes:
>> (Btw, get_dir("/log") will return something like ({ "log" }); 
>> use get_dir("/log/") or get_dir("/log/.") instead.) 

>Really? Let's try it:
>......
>And I don't think that it's our masters check_valid_path() causing
>this, because in simulate::get_dir() it reads:
>	/*
>	 * If path ends with '/' or "/." remove it
>	 */

But it DOES check later on if it did this.

>Yow, am I right or still asleep?

My guess is you are still asleep.
Newsgroups: rec.games.mud.lp
From: Petri.Virkkula@hut.fi (Petri Virkkula)
Subject: Re: Quicktypers
Organization: Helsinki University of Technology, Finland
	<1722@lysator.liu.se>
Date: 27 Sep 92 10:09:09

On Sat, 26 Sep 1992 20:17:36 GMT, pw@lysator.liu.se (P{r Winzell) said:

P{r> brentaa@ac.dal.ca writes:

> ...
>they had a thing called a magic dictionary instead of the quicktyper
>and it was much more flexible and versitile, and had no bugd that I found
>maybe if this could duplicated, we could get rid of the qt for good ;-) 

P{r>   This is the Magic Dictionary, a fine piece of code crafted by one of
P{r> my all-time favourite LPC coders, Rincewind@Batmud(and Igor :). There is
P{r> no doubt it is a powerful tool indeed - you may actually find it a bit
P{r> too taxing on your Mud, and also I am not sure Rincewind would want it
P{r> mindlessly spread around the world.

	Mine too :) Too sad he isn't anymore visiting BatMUD.

[lines deleted]
P{r>   Batmud is at batmud.jyu.fi 2001. Not sure if they still have the Dictionary.

	No, we don't have it anymore. Instead, we have a builtin
	preparser in players with support in gd. It is faster than
	dictionary but is missing some good features found in the
	dictionary.


P{r>       // Zellski

	Petri (Argon)
--
   -----------------------------------------------------------------------
       Petri Virkkula             |    email : Petri.Virkkula@hut.fi
       J{mer{ntaival 11 H 168     |            pvirkkul@niksula.cs.hut.fi
       02150 Espoo                |            pvirkkul@nic.funet.fi
       FINLAND                    |    Phone : +358 0 455 1277
   -----------------------------------------------------------------------
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Wizard etiquette
Organization: Point of Presence & MCS Hamburg
Date: Fri, 2 Oct 1992 21:36:10 GMT

ssj@ais.org (Stephen S. Johnston) writes:

...
>to update a player's carried weight (at least, in 3.x).  Btw, on 
>the old HeroMud, we used to have "parties" in players.  It was 
>pretty fun to go invis and move yourself to a player's inventory.  
>I can recall about 15 wizzes being in one player's possession 
>giggling and chatting to each other on the wiz channel.  All at 
>once, we turned visible and someone did a "force <playername> inventory". 
>Hee hee.  Not that I want to give any wizzes dangerous ideas.  ;)

Oh, there are ways of dealing with this on most muds as a player. Find
a trashbin and toss the wizards into it, or sell them in a recyclic center.
That's as effective as the wizardsbane.

	Amylaar
From: ssurpeat@csug3.cs.reading.ac.uk (Richard T Peat)
Newsgroups: rec.games.mud.lp
Subject: LPMud amiga port problems.
Keywords: LPMud
Date: 26 Sep 92 16:35:59 GMT
Organization: University of Reading

I've just (well about a week ago) tried to get a port of an LPMud running on
mu Amiga. (I got the mud from alcazar, the official LPMud distribution site)

The mud appears to run properly, but telnet comes uncompiled.

Does anyone know where to get the amiga version of telnet, as I don't think
it's worth me spending excesive ammounts of cash on a C compiler, just to
compile one program.

Richard Peat

ssurpeat@uk.ac.rdg.susssys1
From: I.R.Shatwell@southampton.ac.uk (Ian Shatwell)
Newsgroups: rec.games.mud.lp
Subject: (none)
Date: 2 Oct 1992 11:49:33 -0500
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

I am trying to start up a mud on a dos based system, and someone suggested that I could get info from here. Can anyone help please ?
I have managed to get a version 2.4.5 system running, but not a version 3.n mudlib.  Does anyone know if there is a version 3 mudlib for DOS, and if so where I can anon ftp it from ?

Many Thanks,
		Ian

irs@mail.soton.ac.uk
Newsgroups: rec.games.mud.lp
From: Petri.Virkkula@hut.fi (Petri Virkkula)
Subject: Re: Unique MUD themes!  (and some "need sites")
Organization: Helsinki University of Technology, Finland
Date: 29 Sep 92 03:59:08

On Mon, 28 Sep 1992 23:04:09 GMT, jneedles@magnus.acs.ohio-state.edu (Jack L Needles) said:

[250 lines removed]

	Never learned how to remove unncessary lines? There was about
	30 lines from total 250 lines written by you, rest was
	directly copied from original posting.


	Petri

--
   -----------------------------------------------------------------------
       Petri Virkkula             |    email : Petri.Virkkula@hut.fi
       J{mer{ntaival 11 H 168     |            pvirkkul@niksula.cs.hut.fi
       02150 Espoo                |            pvirkkul@nic.funet.fi
       FINLAND                    |    Phone : +358 0 455 1277
   -----------------------------------------------------------------------
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Newsgroups: rec.games.mud.lp
Subject: Re: Mud for Interactive Unix
Date: 27 Sep 1992 02:57:03 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, edmonds@cs.ubc.ca (Brian Edmonds) says:

>Actually, it is a lot simpler than that.  Most muds should be easily
>portable to an average unix as long as you have at least UNIX domain
>sockets.  I've compiled both MOO and MudOS under linux using UNIX
>sockets for local connections only.  Once you've hacked the server to
>handle this (not too tough, I really will get you the patches sometime
>soon Wyn :) all you have to do is run getty on the modem port.  Add a
>user to your machine whose shell is simply a program which telnets (or
>the UNIX socket equivalent) to your mud, and bingo, you have modem
>access to your mud without hacking the comms stuff hardly at all.

	Ah, but can you make Lp-Mud (any version) work on a Unix System
III? :)
From: jkscott@eos.ncsu.edu (JENNIFER KAYE SCOTT)
Subject: LustyMud?
Originator: jkscott@c00392-346dan.eos.ncsu.edu
Reply-To: jkscott@eos.ncsu.edu (JENNIFER KAYE SCOTT)
Organization: North Carolina State University, Project Eos
Date: Wed, 30 Sep 1992 05:27:14 GMT


I have just heard the rumor that LustyMud will not return
to outside access...has anyone else heard
confirming/contradicting reports?

Newsgroups: rec.games.mud.lp
From: behrends@arctecws-16.dfki.uni-kl.de (Karl Reimer Behrends)
Subject: Re: Need Bug Fix for restore_object
Reply-To: behrends@dfki.uni-kl.de (Karl Reimer Behrends)
Organization: University of Kaiserslautern, Germany
Date: Sat, 3 Oct 1992 03:26:34 GMT

In article <1ah9tbINN5e1@uniwa.uwa.edu.au>, pariah@tartarus.uwa.edu.au (Michael Malone) writes:
|> The two characters '\\' and '\"' are correctly
|> saved using save_object, but restore object
|> breaks on them. eg)
|> 
|> record "say \"hello\""
|> 
|> would be in the save file, but restore object
|> cannot read this back in. Is there a bug fix
|> available ?


Check restore_object() in object.c. There's a call to string_copy(val+1).
Use my_string_copy(val+1) instead. This will get rid of the unnecessary
backslashes within the saved string. There's no need to apply a fix for
strings within arrays as they're usually taken care of properly.

					Reimer Behrends
Newsgroups: rec.games.mud.lp
From: lusty@lusty.tamu.edu (Lusty Wench)
Subject: Re: LustyMud?
Organization: Me
Date: Wed, 30 Sep 1992 12:20:53 GMT

In article <1992Sep30.052714.22974@ncsu.edu> jkscott@eos.ncsu.edu (JENNIFER KAYE SCOTT) writes:
>
>I have just heard the rumor that LustyMud will not return
>to outside access...has anyone else heard
>confirming/contradicting reports?
>

I personally would like to know who's spreading such a rumor so
I can tell them they're full of it.

Lusty
From: v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce)
Newsgroups: rec.games.mud.lp
Subject: Akropolis: Wha'hoppen?
Date: 27 Sep 92 23:41:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Would someone in the know please get in touch with me and explain why Mysterious
has seen fit to close down Akropolis?  Thanks in advance,

                                              --Ben (aka It)
Newsgroups: rec.games.mud.lp
From: ssj@ais.org (Stephen S. Johnston)
Subject: Re: Nirvana is the Jerk Mud
Organization: UMCC
Date: Mon, 5 Oct 1992 22:14:19 GMT

In article <1992Oct5.202646.26849@njitgw.njit.edu> te1349@newark1.njit.edu (Leafweir) writes:
>Script started on Mon Oct  5 15:31:25 1992
>This next message is to show how big the assholes at Nirvana are. With
>in 30 seconds they were trying to pick up on me and the [name deleted] was the
>biggest ass of all. All I have to say to him is be careful who you sleep
>with horney bastard.
>
[events leading up to mudsex deleted]
>->> sc
>You have 0 experience points, 0 gold coins,
>50 hit points (of 50), and 1 spell points (of 50).
>You are Last name Hahn very hot and horney Jessica the utter novice (neutral) (level 1).
         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Who's the "horney bastard"?  You gave yourself this title within five minutes
of creating this character. 
>You are sober.
>age:	4 minutes 40 seconds.

[large chunks of mudsex deleted]
>em removes her bra and pushes her hard nipples further into you.         onto you.
>Jessica-->removes her bra and pushes her hard nipples further onto you.
>->> 
>[name deleted] slowly moves his mouth down further, kissing your breasts
>groan
>You groan.
>->> em rubs her l
>[name deleted] brushes his tongue lightly against your nipple
>egs against yours.
>Jessica-->rubs her legs against yours.

You seem to be quite the willing participant here.  I think it's pretty 
stupid to log onto a mud, have mudsex with someone then post a 
transcript to the net.  I deleted the other participant's name in an 
attempt to save him further embarassment.  You, on the other hand, 
Leafweir, come out of this looking like an ass.  Who's the jerk here? 
The person who initiated mudsex with a consenting mudder, or the 
person who consents then slams the other participant while posting 
the affair to usenet?  If ever someone needed a life...
---------
Bluefront
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: BUGS!
Organization: Point of Presence & MCS Hamburg
Date: Sun, 27 Sep 1992 11:54:41 GMT

dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix) writes:


>I am posting in order to find out how to implement rename and copy
>into a 2.4.5 mudlib being run by a 3.1.2 source.

>  I fixed the defines for F_RENAME but what is the variable to 
>define it to, and how to you activate copy in the game.

>    Thanks in advance...

>         

The original 3.1.2 cannot support F_RENAME for COMPAT_MODE, because it
takes two file names, and there is no mechanism to push results from
apply_low to prevent them from being freed.

	Amylaar
From: jj@jhunix.hcf.jhu.edu (Jim Jones)
Newsgroups: rec.games.mud.lp
Subject: Re: Akropolis: Wha'hoppen?
Date: 28 Sep 92 23:48:42 GMT
Organization: HAC - Johns Hopkins University, Baltimore

In article <Bv9GH5.88G@acsu.buffalo.edu> v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
>Would someone in the know please get in touch with me and explain why Mysterious
>has seen fit to close down Akropolis?  Thanks in advance,
>
>                                              --Ben (aka It)

 I've received a number of similar questions via e-mail, so I thought it
 might warrant a public post.  I'm not sure what happened yet either, but
 I'll post something here (and answer all the private mail I've received)
 as soon as I know something.  Keep your fingers crossed and hope this is
 just a temporary shutdown...  In the meantime, please don't post further
 "what's up?" type questions.  I'll forward any info I get, as soon as I
 get it. *sigh*  A few possible scenarios have come to mind, but I'm not
 going to speculate about what's happened.  And yes, I'm activately trying
 to figure out what's happened.

 Lemat(-jj)

 "Consistency isn't one of my limitations..."
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Gamedriver survey
Date: 27 Sep 92 16:07:07 GMT
Organization: Chalmers University of Technology, G|teborg, Sweden

Here are the results from the little poll I made about a month ago on the
suitability of different compilers and setups. Thanks to all who replied.

1. If the gamedriver was ansified, would you be able to run it?
Yes 17
No 3

Conclusion: Almost everyone can run ansi-c. Those who can't can always use
the unprotoize program. Looks like a very good idea to convert.

2. If the gamedriver was written in c++, would you be able to run it?
Yes 15
No 5

Conclusion: Most sites will be able to run a C++ gamedriver. If we want to 
start a C++ project, most people will be able to use the results.

3. Are you using gcc?
Yes 14
No 6

Conclusions: The gcc environment is the most popular one, and should probably
be the environment of choice for developers. However, about 1/3 of all
sites are using other compilers.

4. What flavour of gamedriver are you running?
3.1.2/CD
MudOS
MudOS
Australian strawberry
3.1.2
3.1.2/Amylaar
CD
CD
MudOS
3.1.2 modified
3.1.2 modified
3.1.2 modified
Amylaar
3.1.2
3.1.2
3.1.2 modified
3.1.2 modified
3.1.2 modified
3.1.2 modified
CD modified

Conclusions: 3.1.2 with local modifications (varying from small to moderate)
is the most popular GD flavour. This will probably change in the future,
when people realise that they are heading down a dead end. If you want to
include new features from other sites, you will probably need a gamedriver
that is not all that different from the one you are taking the feature from.

Jacob Hallen
From: marshall1198@iscsvax.uni.edu
Newsgroups: rec.games.mud.lp
Subject: Looking for a specific MUD
Date: 2 Oct 92 08:51:55 GMT
Article-I.D.: iscsvax.1992Oct2.135155.7288
Organization: University of Northern Iowa

Looking for a MUD in the style of Marvel Super Heros.  Does such  a thing
exist?  If so please give me the address.

E-mail responses are appreciated.

Ty
Newsgroups: rec.games.mud.lp
From: tomault+@cs.cmu.edu (Thomas Galen Ault)
Subject: Re: How do I update inhertied objects in 3.1.2-W
Organization: School of Computer Science, Carnegie Mellon
Date: Sun, 27 Sep 1992 01:04:14 GMT

In article <-x!pmgm.mario@netcom.com> mario@netcom.com (Branden L. Spikes) writes:
>In article <Bv609J.Jx9.1@cs.cmu.edu> tomault+@cs.cmu.edu (Thomas Galen Ault) writes:

>
>This is a pretty easy to explain phenomenon (SP?).  Lets pretend I have a
>sword called sword.c and it inherits /obj(std)/weapon.c
>Ok..  I update weapon.c
>The weapon.c is now a new copy and anything that is now loaded and inherits it
>will work with this new copy.  But the sword.c I had created previously is still
>a copy of the old weapon.c
>To get sword.c to work with the new changes you need to first update weapon.c
>then update sword.c so it can load in the new changes to weapon.c
>Make sense?  I didnt think so.

The problem isn't that.  It's that newly-loaded objects aren't using the new
ancestor objects.  For example, suppose I make a change to /basic/player/wiz.c,
then I do the following:

	>destruct /basic/player/wiz.c
        >destruct /obj/player
	>load /obj/player

/obj/player winds up using the _old_ copy of /basic/player/wiz.c loaded when
the game first started rather than the new copy of wiz.c I just edited.  I
know this because I made a deliberate error in /basic/player/wiz.c to test
this, and no error was reported on loading /obj/player.  In addition, new
clones of /obj/player (generated when I log in under a different character)
that use an error-free, but different, /basic/player/wiz.c,
are also lacking in any updates to that file.

Anyone have any ideas why this is happening?  (BTW, I am _very_ familiar with
the internals of 2.4.5, so you can presume I have a fairly good understanding
of how some things work.)  My own guess is that somehow, the inherited object
isn't getting removed from the list of active objects.  I know that objects
aren't actually deleted from memory when 'destruct'ed, but are removed only
after the last reference to them is gone.  Nevertheless, a 'destruct'ed
object should be removed from the list of objects found by find_object() and
find_object2(), so it won't be inhertied.  Am I possibly missing something
in the internals of 3.1.2-W that I should be doing so that the object will
be updated?

>	    -= Branden Spikes (mario@netcom.netcom.com) =-
>   -= God of Rogue (Player Slayer Mud) (boobytrap.spies.com 2222) =-


Newsgroups: rec.games.mud.lp
From: ender@cs.montana.edu (Jacob Cormier)
Subject: PC Mud
Organization: Dept. of Computer Science, MSU, Bozeman Mt 59717
Date: Thu, 1 Oct 1992 04:22:02 GMT

I have changed all the file names in kantele's castle to pc names and
installed it, but afger I pull the rope and the manservant comes out, the line
'What?' comes up.  Does anyone out there know what's up?

Also, I am having wizard problems.  The only directory that a wizard can see
is his own.  I can't even see the doc directories within the game.  I have
to shell out to do anything.

One more thing...   :-)
How do I go about creating a God character?  Do I need to do something special?

Thanks for your support!

PS.  If there is any interest, I will put up the pc-ified kantele's castle up
	  at a FTP site.
--------------------------------------------------------------------------------
Jake Cormier | Poncho Magoo's, the worlds only Irish-Mexican | No,  I don't know
ender@caesar.cs.montana.edu    |   restaurant, located in    | what kind of food
oususajc@trex.oscs.montana.edu |  scenic Kalispell, Montana  | they really serve
Newsgroups: rec.games.mud.lp
From: pimentel@fwi.uva.nl (Andy Pimentel)
Subject: Re: get_dir() file descriptor leaks...
Organization: FWI, University of Amsterdam
Distribution: local,world
Date: Mon, 28 Sep 1992 11:21:24 GMT

meetch@DIALix.oz.au (Mitchell Brandsma) writes:

>G'day all,

>	We appear to have a bug in the gamedriver, currently most obvious from
>get_dir(), which after approximately 50+ ls commands cannot open files for
>reading/writing.  Incidentally, sar -v doesn't show anything out of the
>ordinary.  I think this same bug could also be caused by save/restore object but
>haven't effectively tested the theory yet.

>	We're running on SCO (V3.2) with vanilla source straight from chalmers.
>Anybody got any ideas as to the cause?  The number of files in the directory
>does not seem to affect the number of calls to get_dir() before failing to
>write to files.

>	Is there a patch out there?

This does remind me of a *very* old bug in the 2.4.* GD's, in which such
a thing happened too. At that time it was caused by the fd of the opendir(), 
which was not closed after ending the ls-command. So it junked up the
file-descriptor table.

>	- Meetch (meetch@DIALix.oz.au :)

/Andy

-- 
Andy Pimentel                         
University of Amsterdam         "Imagination is more important than knowledge."
Dept. of Computer Science
Email: pimentel@fwi.uva.nl                                    Albert Einstein.
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: TMI archives for ftp
Date: 27 Sep 1992 09:35:29 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu
Summary: limited time only
Keywords: TMI folks... get your files / TMI


I've placed the TMI archives on dogstar.colorado.edu (128.138.248.32) 5554.
You must be able to ftp to a port in order to connect and get files from
it.  Most UNIX machines can do this.

There, you will find the various large chunks that made TMI - from the
guild and user directories to the basic mudlib - all tarred and compressed
in the most convenient chunks possible.

User directories are in /u.  You'll notice that the directories are 
tarred and compressed as well.  There are 445 wizard tar files in all.
Imagine a mud with 445 wizards and you might see why it was hard to find a 
new home for TMI.  In any case, note that they're in the form "yourname.Z".
The script I wrote to archive them wasn't very complicated, so you might
want to rename yours to "yourname.tar.Z" before unpacking it so it doesn't 
clobber itself.
 
Feel free to grab tmi's mudlib as it was when the mud closed, I have been 
working on something newer in the meantime but currently too buggy
to release at all.  As I'm not really in the business of offering free 
support for all the victims of my previous coding mistakes (or those of others)
try to avoid mailing me if things don't work perfectly, I make no claim that 
it will.

If you know what you're doing and are intending to restart TMI on your
own site, do let me know... I'll log in and bless it. ;-)  

-Adam
Buddha of TMI (just a memory now?)

-- 
#include <std/disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
From: sh666@selway.umt.edu (Ysidro)
Newsgroups: rec.games.mud.lp
Subject: Re: Nirvana is the Jerk Mud
Date: 6 Oct 92 23:16:24 GMT
Organization: University of Montana

HAHAHAHAHAHA!!!  This is absolutely the dumbest thing I have read on
this group.  Both participants are fucking idiots.  I suggest both
of you go outside and get some fresh air!  Keep in mind that MUDs
are ** games **.  The thought of MUD sex is the stupidest thing I
have ever heard of.... REALITY CHECK  REALITY CHECK  REALITY CHECK

							Ysidro
Newsgroups: rec.games.mud.lp