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Article #478Re: Net.rpg - "modularity"
From: millerl
Date: Fri, 13 Nov 1992 16:34
Date: Fri, 13 Nov 1992 16:34
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1229 bytes
Hi Tim, I didn't mean "how does the play group decide which modules to plug into the system?" I meant "how do the designers decide how to divide the system into modular sections?" For instance, if the magic system is the same modular system as the superpowers system that will force a different feel than if they were totally separate, or if there were no superpower section at all. -- whoah, +++++++++++++++++++++++23 Loren Miller internet: MILLERL@wharton.upenn.edu Mediocrity is a hand rail. -- Baron de Montesquieu
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Path: arc1-ca.pugleaf.net!sparky!uunet!news.tek.com!uw-beaver!cs.ubc.ca!destroyer!sol.ctr.columbia.edu!usc!hela.iti.org!cs.widener.edu!dsinc!netnews.upenn.edu!wharton.upenn.edu!millerl From: millerl@wharton.upenn.edu Newsgroups: rec.games.design Subject: Re: Net.rpg - "modularity" Message-ID: <1992Nov13.113402.1@wharton.upenn.edu> Date: 13 Nov 92 16:34:02 GMT References: <Nov.10.19.13.45.1992.484@thorogood.rutgers.edu> <BxL2xB.HJt@knot.ccs.queensu.ca> <1992Nov12.004009.1@wharton.upenn.edu> <1du78nINN3tj@charnel.ecst.csuchico.edu> Sender: news@netnews.upenn.edu Organization: Newt World Order Lines: 14 Nntp-Posting-Host: fred.wharton.upenn.edu