One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.
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One of the sad truths of the mud world is that there are never enough coders. Builders aplenty, brimming with fresh idealism and plans for entire zones, appear (and sometimes disappear) at the drop of a hat. But coders are the unicorns of the mudding world, seldom glimpsed and ardently pursued. We are lucky enough to have three dedicated coders on Armageddon MUD: Morgenes, Tenebrius and Tiernan, as well as a few other staff members willing and able to wade through the bugs file and tinker with things upon occasion. How, then, does an administrator keep these rare beasts happy? The following four steps may help.
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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."
(horror, short story) I glance in the glass wall’s reflection. It faces me twenty feet away as I walk up the stairs, marble slab steps showing grainy pink underneath my red sneakers. My fingers clutch the railing’s chrome. I’m feeling shaky, that internal quiver where your body announces that it may not be up to this. I focus on my image. Is my hair longer now? The eyes wider, bluer? The lips, are they swinging towards bee-stung or thinning?
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