26 Jan, 2009, Sandi wrote in the 21st comment:
Votes: 0
Scandum said:
Added/Removed the suggested links, thanks again.

Cool. I'd put TinyMUSH3, MUX 2, PennMUSH, Rhost and BT at the top, as these are the main pages of the various developers. The rest, a mudder would call "snippet sites".

Scandum said:
On a related note, what's your take on the whole MU* vs MUD thing? Some MUSH people are pretty adamant about breaking all ties with the MUD genre.

It's table top gamers versus computer gamers, really. Sadly, the term "RPG" is applied to both genres, so there's been some confusion online. ;) MUSHes have been primarily run as roleplaying theaters for people that want popular themes such as the Pern series, Dune, or the World of Marvel, as well as sporting some rather advanced coding to support the rulesets of paper and pencil games. Still, most combat is "consensual", not coded, as the play's the thing.

Given a views expressed on cheating in a recent thread on TMC, you can see how the "if the code allows it, it's legal" approach might create a slight culture clash on games where the rule tends to be, "If it's not yours, don't touch it." Especially since the only "yours" most Mudders know is possession. The idea that everyone's a Builder, and might really own objects and rooms….


It's a shame, is what it is. Unfortunately, RP is all about copping attitudes, and they get really good at it.

My next project is a hack and slash MUSH. It's for mudders that want cool building and scripting… the MUSH community won't be interested in whacking on mobs. (Really, though, it might do them some good. They tend to get a little…. well, see for yourself: WORA)
26 Jan, 2009, Scandum wrote in the 22nd comment:
Votes: 0
Sandi said:
My next project is a hack and slash MUSH. It's for mudders that want cool building and scripting… the MUSH community won't be interested in whacking on mobs. (Really, though, it might do them some good. They tend to get a little…. well, see for yourself: WORA)

The WORA Wiki intro is brilliant. Good luck with the project though there are plenty of muds with decent scripting and building nowadays.

It's my experience that it's the in game culture that decides to what degree the available resources are used, and that this culture is based on the individuals that make up the community. It's however uncommon to view culture as the sum of a group, rather than some artificial construct that's imposed on a random collection of individuals. In my opinion the best chance of success is to look into how to attract and reject the right/wrong kind of people, so as not to end up with the coolest building and scripting in history and a player base that is only interested in making mobs execute the fart social and creating wildly colored equipment.
03 Feb, 2009, Rojan QDel wrote in the 23rd comment:
Votes: 0
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