History and modern science are filled with definite proof that
perception affects reality. By that, I mean that people see and feel
what they think to be true. Psychology is my bag, as it were, and I
want to offer an example from my field.

There was once a school with about six hundred students in attendance.
One day, about three quarters of the population of the school,
including some teachers and other staff, simply did not show up to
work. In fact, they all called in sick. They all had fevers from about
100 to 101 degrees fahrenheit. When the sickness was further
investigated, medical experts, fearing some sort of local plague,
found no evidence of sickness. What had happened was this:
One of the teachers had voiced a fear to another that they would
become ill, because it was "that time of year." Some students
overheard this and thought they would become ill, because "maybe there
is a sickness going around." They told others, and eventually,
students and staff convinced themselves that they were sick. They had
symptoms. They weren't faking it. The power of the mind is that great.

Not only are stories like this littered throughout history, other
stories are true, as well. Some people experience paralysis in a limb
because they used that limb to commit a crime or do something against
conscience. Others gain the strength to lift a car because their
friend or themselves are in danger. Some people say "Mind over
matter." The truth is, it's pretty much right.

Signed:
Dakotah Rickard

On 5/17/12, Dennis Towne <s...@xirr.com> wrote:
> You have no idea how big a problem this is, Dallas.  Rumors that don't
> even make sense can be hugely damaging to a game, and for the life of
> me I don't understand why players do it.  Sometimes rumors start for
> things that are clearly impossible to anyone with more than three
> brain cells, and circulate for months.  It doesn't have to make sense
> as long as it makes a good soundbite.
>
> I wish Jeremy the best in dealing with it, and can only offer the
> advice to shut it down hard and early, and don't be afraid to kick or
> ban persistent rumor mongers that won't listen.
>
> Dennis Towne
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
>
> On Thu, May 17, 2012 at 7:50 AM, Dallas O'Brien
> <dallas.r.obr...@gmail.com> wrote:
>> i agree, its wierd how people seem to think the missions are harder.
>> they do not seem to be to me. lol.
>> think peoples own minds play a huge part in all this. in how they
>> perceive things.
>> dallas
>>
>>
>> On 17/05/2012, dark <d...@xgam.org> wrote:
>>> As long as I can do the voice of the Grue :D. (actually I have a
>>> distinct
>>> idea in my head about what one would sound like, which I know is freaky,
>>> but
>>>
>>> most of the things that go on in my head are).
>>>
>>> Beware the Grue!
>>>
>>> Dark.
>>> ----- Original Message -----
>>> From: "Ken" <kenwdow...@neo.rr.com>
>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>> Sent: Thursday, May 17, 2012 4:42 AM
>>> Subject: Re: [Audyssey] Swamp Rumor control
>>>
>>>
>>>> While you're at it, why not ask him to include a grue? Attacks quietly
>>>> when the lights are out, simply stands around a growls when they are
>>>> on.
>>>> Hard to kill, easy to miss.
>>>> ----- Original Message -----
>>>> From: "dark" <d...@xgam.org>
>>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>>> Sent: Wednesday, May 16, 2012 2:10 PM
>>>> Subject: Re: [Audyssey] Swamp Rumor control
>>>>
>>>>
>>>>> Wow, what a game of chinese whispers.
>>>>>
>>>>> I'm glad however growling will be back, I've been having a bit of
>>>>> trouble
>>>>>
>>>>> with wasting amo due to distance or mistaking whether zombies are in
>>>>> front or behind, and growling will help a lot with both of those
>>>>> things.
>>>>>
>>>>> As to slow zombies, you should create a new type, the sloth! super
>>>>> slow,
>>>>>
>>>>> but always changing in form as it oves sinse it's a huge pulsating
>>>>> mass
>>>>> of flesh that nobody can quite agree on what it looks or sounds like
>>>>> or
>>>>> even what it is :D.
>>>>>
>>>>> Beware the Grue!
>>>>>
>>>>> Dark.
>>>>>
>>>>> ---
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