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[quote] On 08-11-2018 22:10, Zalagar wrote: I think we're getting a bit off-topic here. I don't think the presence or absence of perma-death plays a factor in how complicated a MUD is. The question is, what's the best approach MUDs can take to get players interested? A simple approach like MUD2, or the so many configurations described in the original post? Or something in between? Personally, the type described in the original post is something I never could get into. Just too many options at the start, and too much to do before you can even begin playing. That's why I'm still occasionally playing MUD2 all these years while any MUD I've encountered that's like the one described in the original post is one I've long forgotten about and am in no hurry to revisit. [/quote]
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