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10937: Re: [MUD-Dev] mud vs. mush membership

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From: Greg Miller <gmiller@classic-games.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 28 Jul 1999 11:55:44 -0500
References: [1] [2] <-newest
Organization: Kanga.Nu
Caliban Tiresias Darklock wrote:
> I would venture to say that in order for a MUD to remain exciting, you
> would have to have a constant build and modify process going on. In other
> words, areas should change. Constantly. It would probably be a good 

Not just areas... game mechanics and code features represent a lot of
the variation on a mud.
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
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