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- From: jds@math.okstate.edu (Jennifer "Moira" Smith)
- Subject: [rec.games.mud]: FAQ #1/3: MUDs and MUDding
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- Summary: basic info on muds
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- Date: Sat, 16 Apr 1994 06:00:14 GMT
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- Archive-name: games/mud-faq/part1
- Version: $Id: faq.muds,v 3.2 1994/03/14 05:20:43 jds Exp $
-
- FREQUENTLY ASKED QUESTIONS: Basic Information about MUDs and MUDding
-
- This is part 1 in a 3 part series of FAQs.
-
- Disclaimer - This document may be seen to be biased towards TinyMUDs.
- This is because the maintainer mainly plays those types of
- servers, not because she thinks they are inherently better
- or worse than other types of servers. However, this document
- is meant to be generalized and useful for all MUDdom, and
- so corrections and contributions are always welcome.
-
- Welcome to the world of MUDding!
-
- Table of Contents
- -----------------
- FAQ #1: Basic Information about MUDs and MUDding
- General Information
- 1. What is a MUD?
- 2. What different kinds of MUDs are there?
- 3. Where are MUDs located?
- 4. I paid money for my account! MUDding is a right, isn't it?
- 5. How do I connect to a MUD?
- 6. What is a client program?
- 7. Now that I'm connected, what do I do?
- 8. Why not just dive in?
- 9. What password should I use for my MUD character?
- 10. What's the easiest way to annoy a veteran MUD user?
- 11. What's the easiest way to be a mean veteran MUD user?
- 12. What should I _not_ do in terms of player interaction?
- 13. Is MUDding a game, or an extension of real life with gamelike
- qualities?
- 14. What common commands are used on MUDs?
- 15. I know what's going on now! What's next?
- 16. Who should I ask for help?
- 17. What if I'm completely confused and am casting about for a rope
- in a vast, churning wilderness of chaos and utter incomprehension?
- 18. What USENET newgroups are devoted to MUDs?
- 19. How do I start my own MUD?
- Glossary
- 20. What was the first MUD?
- 21. What is a bot?
- 22. What's a clueless newbie?
- 23. What is a cyborg?
- 24. What's a dino?
- 25. What is a flame?
- 26. What is a furry?
- 27. What is HAVEN?
- 28. What is a log?
- 29. What is Maving?
- 30. What is net lag?
- 31. What's player killing?
- 32. What is spam?
- 33. What is TinySex?
- 34. What is a 'Wizard' or 'God'?
- FAQ #2: MUD Clients and Servers
- Client Information
- 1. What is a client?
- 2. Where do I get clients?
- 3. What operating systems do clients run on?
- 4. Is there anything wrong with running a client?
- 5. What different clients are available? [Client List]
- Glossary of Client terms
- Server Information
- 6. What is a server?
- 7. Where do I get servers?
- 8. What operating systems to servers run on?
- 9. Is there anything wrong with running a server?
- 10. What different servers are available? [Server List]
- General Information
- 11. What do I do if my client/server won't compile?
- 12. Should I read the documentation of whatever client or server
- I select?
- 13. What is FTP, and how do I use it?
- FAQ #3: Basic Information on RWHO and "mudwho"
- 1. What is RWHO?
- 2. How Does It All Work?
- 3. Where Can I Get This Stuff?
- 4. Where Are Some RWHO Servers?
-
-
- General Information
-
- 1. What is a MUD?
-
- A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User
- Dialogue) is a computer program which users can log into and explore.
- Each user takes control of a computerized persona/avatar/incarnation/
- character. You can walk around, chat with other characters, explore
- dangerous monster-infested areas, solve puzzles, and even create your
- very own rooms, descriptions and items. You can also get lost or confused
- if you jump right in, so be sure to read this document before starting.
-
- 2. What different kinds of MUDs are there?
-
- You'll notice the disclaimer on this FAQ mentions TinyMUD. That's
- one common type of MUD, but there are many different types of MUDs
- out there. The Tiny- and Teeny- family of MUDs are usually more
- 'social' in orientation; the players on those MUDs tend to gather,
- chat, meet friends, make jokes, and discuss all kinds of things.
- The LP- family of MUDs, including Diku and AberMUD, are usually
- based on roleplaying adventure games; the players on those MUDs
- tend to run around in groups or alone killing monsters, solving
- puzzles, and gaining experience in the quest to become a wizard.
- There are still other types of MUDs, such as MOOs, UnterMUDs,
- and so forth. Each type has its own unique style, and players
- are rarely forced to stick to one type of playing - there's no
- rule that says an LPMUD _must_ be a combat-oriented MUD, or
- that a TinyMUSH _must not_ be a combat-oriented MUD. We suggest
- that you experiment around with several different types of MUDs
- to see what you find is the most interesting. If there's one thing
- MUDdom has, it's variety.
-
- 3. Where are MUDs located?
-
- Currently no one is compiling a list of running MUDs. Old lists are
- available for FTP from caisr2.caisr.cwru.edu(129.22.24.22) in /pub/mud.
-
- MUDs are run on many fine computers across the world. To play, all you
- have to do is telnet to the MUD's Internet Protocol Port, and you're in
- business. Some MUDs have a policy called "registration" to cut down on
- abuse of privileges; you might have to send mail to the administrator of
- the MUD in order to obtain a character. It's important to note that MUDs
- are *not* a right, and your access is granted out of trust. People usually
- have to pay to use processing time on the large, expensive computers which
- MUDs often run on, and you're being given a special deal. Which brings
- us to another point: MUDs can't really be run on anything less than a
- largish workstation (currently), so they're usually on academic or
- corporate workhorse machines.
-
- 4. I paid money for my account! MUDding is a right, isn't it?
-
- Don't believe that for a second. When you paid money to your school's
- computer department for an account, you entered into a contract with
- that department. Most schools have a well written Computer Policy
- document, that will detail exactly what you have rights to. Most
- schools classify MUD as a game, and games as non-essentials. Therefore,
- if your school decides to shut off all games, or disallow you to telnet
- out to play muds, you're stuck. Don't try to get around it; they'll
- find you. Instead, try to talk to the Powers That Be, and see why they
- did what they did. They may have very good reasons for it (such as
- limited resource that really need to be dedicated to schoolwork).
-
- 5. How do I connect to a MUD?
-
- There are several ways to hook yourself up to a MUD's internet port. First,
- you can use 'telnet' once you find out the MUD's network address and port
- number. If, for instance, we knew that ChupsMUD was at the network address
- 'pickle.cs.umsst.edu' at port 4201, we could type:
- (on most systems, including UNIX)
- telnet pickle.cs.umsst.edu 4201
- (or, on some VMS systems)
- telnet pickle.cs.ummst.edu/port=4201
- and we'd be ready for action. If we get back an error saying something like
- "host unknown", we'd want to do the same thing, only using the machine's
- internet number address, like this: telnet 127.0.0.1 4201. If you're using
- straight telnet on a VMS system, you might have to make sure that your
- terminal has "newlines" turned on. If it doesn't, the mud's output will get
- spewed across the screen in a most ugly fashion.
-
- Your second option is to scout out the many fine client programs which
- exist for the sole purpose of providing a friendly and useful front end
- to MUDs. (See 'client', below.)
-
- 6. What is a client program?
-
- Telnet is a rather ugly way to connect to most muds, since it doesn't
- do any fancy text wrapping, and if someone says something while you're
- typing out a line, it will make a mess out of your line, making it
- hard to see what you're typing and hard to keep track of what's going
- on in the mud. A client program is simply another program you use instead
- of telnet to connect to a mud. Clients also provide useful things such
- as macros and the ability to gag or highlight certain mud output. Clients
- are available for anonymous ftp from several sites. See the Frequently
- Asked Questions posting #2 for more information about clients.
-
- 7. Now that I'm connected, what do I do?
-
- Once you connect, find out what the deal is with respect to you getting
- a character. Some MUDs allow you to create your own, and others require
- you to send off for one via email. If you have to send off for one, send
- one e-mail request and cool your heels. MUDding will be around forever,
- no need to rush it. But let's say you've now gotten a character, and you're
- connected up, and things are starting to get interesting. At this point,
- you should do what is probably least intuitive: type 'help', read the
- instructions and directions, and understand them. Then, type 'news',
- read the information, and understand it. Then (yes, we know, we know...
- it'll be fun, soon!) practice using the commands given to you until
- you think you've got a good enough grip to be able to start in on
- exploring, questing, socializing, or whatever else tunes your engine.
-
- 8. Why not just dive in?
-
- Some people are easily annoyed when other people clearly have no idea what
- they are doing, even if they were recently in that position themselves.
- It'll be much easier for you to cope without some fella saying things
- you don't understand to you and possibly killing you. *However*, many
- MUD players are helpful, and asking them, "excuse me, are you busy? I'm
- a brand new player, and I have a question," will often work just fine.
-
- 9. What password should I use for my MUD character?
-
- You should pick a password just as you do for any computer account. Use a
- word, or better yet, a phrase or anagram, that isn't obvious. Don't, for
- instance, use the same name as your character, or your own first name, or
- your girl/boyfriend's name. And never never use the same password as the
- one on your computer account. Most MUDs prevent people from getting the
- passwords from within the mud, and most encrypt the password when it's
- store in the database files. However, there is nothing preventing the
- MUD's owner from modifying the code to dump the passwords to a file, along
- with other information such as the host you connected from. Using this
- information, an evil MUD admin could probably figure out your login name
- and get into your account easily. It's also not a good idea to use the
- same password on different MUDs, since if your password gets out on one
- MUD, all your MUD characters have been compromised. This is ESPECIALLY
- important for MUD Wizards and Gods. Use the auto-login feature of your
- client, if it has one, and protect the file containing the login information
- against reading by others.
-
- This story comes from Alec Muffett, author of Crack and maintainer of the
- alt.security FAQ.
-
- aem@aberystwyth.ac.uk: The best story I have is of a student
- friend of mine (call him Bob) who spent his industrial year at
- a major computer manufacturing company. In his holidays, Bob
- would come back to college and play AberMUD on my system.
-
- Part of Bob's job at the company involved systems management,
- and the company was very hot on security, so all the passwords
- were random strings of letters, with no sensible order. It was
- imperative that the passwords were secure (this involved writing
- the random passwords down and locking them in big, heavy duty safes).
-
- One day, on a whim, I fed the MUD persona file passwords into
- Crack as a dictionary (the passwords were stored plaintext)
- and then ran Crack on our systems password file. A few student
- accounts came up, but nothing special. I told the students
- concerned to change their passwords - that was the end of it.
-
- Being the lazy guy I am, I forgot to remove the passwords from
- the Crack dictionary, and when I posted the next version to
- USENET, the words went too. It went to the comp.sources.misc
- moderator, came back over USENET, and eventually wound up at
- Bob's company. Round trip: ~10,000 miles.
-
- Being a cool kinda student sysadmin dude, Bob ran the new version
- of Crack when it arrived. When it immediately churned out the
- root password on his machine, he damn near fainted...
-
- The moral of this story is: never use the same password in two
- different places, and especially on untrusted systems (like MUDs).
-
- 10. What's the easiest way to annoy a veteran MUD user?
-
- Demand something. Whine. Follow them around. Page or tell them over
- and over after they've asked you to stop. In combat MUDs, steal
- from corpses of things they just killed.
-
- 11. What's the easiest way to be a mean veteran MUD user?
-
- Don't give help to the new players. Kill them, ignore them, shout
- "get a description" at them. These are the best ways to kill off MUDding
- in general, actually.
-
- 12. What should I _not_ do in terms of player interaction?
-
- You shouldn't do anything that you wouldn't do in real life, even if the
- world is a fantasy world. The important thing to remember is that it's
- the fantasy world of possibly hundreds of people, and not just yours in
- particular. There's a human being on the other side of each and every
- wire! Always remember that you may meet these other people some day,
- and they may break your nose. People who treat others badly gradually
- build up bad reputations and eventually receive the NO FUN Stamp of
- Disapproval. The jury is still out on whether MUDding is "just a game"
- or "an extension of real life with gamelike qualities", but either way,
- treat it with *care*.
-
- 13. Is MUDding a game, or an extension of real life with gamelike qualities?
-
- It's up to you. Some jaded cynics like to laugh at idealists who think
- it's partially for real, but we personally think they're not playing it
- right. Certainly the hack-'n-slash stuff is only a game, but the social
- aspects may well be less so.
-
- 14. What common commands are used on MUDs?
-
- Most MUDS have a core of commands which players use to move around and
- interact with each other. For instance, there are commands for interacting
- with other players, like 'say' (or sometimes '"'), and other commands like
- 'look', 'go', etc. In TinyMUD, there are commands like 'home' (which always
- places you in your home -- remember that), ':' (pose -- try it), etc.,
- which allow you to do stuff inside the database. Commands prefixed by
- a @ (generally) allow you to change the database! Commands like @describe,
- @create, @name, @dig and @link allow you to expand the universe, change it,
- or even, perhaps, @destroy it, under certain conditions. In LPMUDs, none of
- those apply; in order to edit the universe, you have to attain Wizardhood or
- be the God of the MUD. Whatever the case, these building commands are
- beyond the scope of this little sheet -- find the documentation for whatever
- MUD you're playing with and consume it avidly. Most MUDs have documentation
- on-line, although better documentation can be gotten via ftp from other
- sites. Ask around, or try looking on ftp.tcp.com (128.111.72.60),
- or ftp.math.okstate.edu (139.78.10.6) in /pub/muds/misc.
-
- 15. I know what's going on now! What's next?
-
- Now is the time when you should be most careful. Within reason,
- don't be afraid to ask questions of other players.
-
- 16. Who should I ask for help?
-
- Wizards (see the glossary section) are usually helpful; if you know a
- wizard to be a wizard, then you can usually ask them a question or two.
- Make sure they're not busy first. Also, players who have been logged on
- for a long time (which you can check using the WHO command) are often
- helpful, as they are usually the veterans who've seen it all before.
- In combat MUDs, asking relatively high level characters is usually the
- way to find things out.
-
- 17. What if I'm completely confused and am casting about for a rope in a
- vast, churning wilderness of chaos and utter incomprehension?
-
- Ask a friend to help you. Don't post anything in any newsgroup. Just
- take it slow, one step at a time, smoothing over the things you don't
- understand by reading manuals (i.e. 'man telnet'), asking local help,
- or trying to find people who use MUDs who are at your site.
-
- 18. What USENET newgroups are devoted to MUDs?
-
- There are several USENET newsgroups associated with MUDs. The first (and
- least used) is alt.mud. When it got popular, the newsgroup rec.games.mud
- was then created, and when it got too noisy and chaotic, a few new groups
- were split off of the main one (rec.games.mud is no longer a "real"
- newsgroup - all of its volume went to rec.games.mud.misc). The current
- newsgroups are:
- rec.games.mud.admin - Postings pertaining to the administrative
- side of MUDs.
- rec.games.mud.announce - moderated group, where announcements of
- MUDs opening, closing, moving, partying,
- etc are posted.
- rec.games.mud.diku - Postings pertaining to DikuMUDs.
- rec.games.mud.lp - Postings pertaining to LPMUDs.
- rec.games.mud.misc - Miscellaneous postings.
- rec.games.mud.tiny - Postings pertaining to the Tiny* family
- of MUDs.
- If you feel you must post something to USENET, please do it in the
- group where it best belongs - no posts about TinyMUSH in the Diku
- group, no questions about an LPMUD in the Tiny group, etc.
-
- 19. How do I start my own MUD?
-
- First, you need to pick a server. You'll have to figure out how to
- compile it, get it running, and you'll need to know how to _keep_ it
- running, which usually involves some programming skills, generally in
- C, and a good deal of time. Of course, you also need to be well versed
- in the ways and commands of that particular MUD server, and you'll
- probably need help running the place from a few of your friends.
-
- Don't forget that you'll have to have a machine to run it on, and the
- resources with which to run it. Most MUDs use anywhere from 5 to 90
- megs of disk space, and memory usage can be anything from 1 to 35 megs.
- A good rule of thumb is to first ask around for specifics on that server;
- average muds need around 25 megs of disk space for everything, and about
- 10 megs of memory, although the exact numbers vary widely.
-
- NOTE: If you don't *explicitly own* the machine you're thinking about
- right now, you had better get the permission of the machine owner before
- you bring up a MUD on his computer. MUDs are not extremely processing-
- consumptive, but they do use up some computing power. You wouldn't want
- people plugging in their appliances into the outlets of your home without
- your permission or knowledge, would you?
-
-
- Glossary of MUD Terms
-
- 20. What was the first MUD?
-
- MUD1, written by Richard Bartle and Roy Trubishaw, back in 1979-80, is
- generally accepted as the first MUD. TinyMUD Original, the first of
- the Tiny- family of muds, was written in August 1989. A more complete
- chronology of MUDs is being prepared - contributions emailed to
- jds@math.okstate.edu are heartily welcomed.
-
- 21. What is a bot?
-
- A bot is a computer program which logs into a MUD and pretends to be a
- human being. Some of them, like Julia, are pretty clever -- legend has it
- that Julia's fooled people into believing that she's human. Others have
- less functionality. The most common bot program is the Maas-Neotek model.
-
- 22. What's a clueless newbie?
-
- A 'newbie' is someone who has only recently begun to participate in some
- kind of activity. When we're born, we're all life newbies until we get
- experience under our belts (or diapers, whatever). You're a clueless
- newbie until you've got the hang of MUDding, basically.
-
- 23. What is a cyborg?
-
- A cyborg is defined as 'part man, part machine.' In the MUD world, this
- means that your client is doing some of the work for you. For instance,
- you can set up many clients to automatically greet anyone entering the
- room. You can also set up clients to respond to certain phrases (or
- 'triggers'). Of course, this can have disastrous consequences. If
- Player_A sets his client up to say hi every time Player_B says hi, and
- Player_B does likewise, their clients will frantically scream hi at each
- other over and over until they manage to escape. Needless to say, runaway
- automation is very heavily frowned upon by anyone who sees it. If you
- program your client to do anything special, first make sure that it cannot
- go berserk and overload the MUD.
-
- 24. What's a dino?
-
- A dino is someone that has been around for a very long time (cf. 'dinosaur').
- These people tend to reminisce nostalgically about dead or nonexistent
- MUDs which were especially fun or interesting.
-
- 25. What is a flame?
-
- Flaming is when someone shouts at another person in a vain attempt to
- convince them that whatever that other person said or believes in is
- unconditionally wrong or stupid. Avoid getting into flame wars, and
- if flamed, laugh it off or ask someone else what you did wrong.
-
- 26. What is a furry?
-
- A 'furry' is an anthropomorphic intelligent animal. If you've ever
- seen Zoo-bilee Zoo on The Learning Channel, you know what I mean.
- Furries are not unique to MUDdom - they originated in comics, and
- can usually be found at comic or animation conventions and the like.
- Generally, any MUD character which has fur and is cute is deemed a
- furry. Most furries hang out on FurryMUCK, naturally.
-
- 27. What is HAVEN?
-
- On many TinyMUDs, there are several flags associated with each room. The
- HAVEN flag is probably the most famous one. In rooms where the HAVEN flag
- is set, no character may kill another. (See 'player killing' below.)
-
- 28. What is a log?
-
- Certain client programs allow logs to be kept of the screen. A time-
- worn and somewhat unfriendly trick is to entice someone into having
- TinySex with you, log the proceedings, and post them to rec.games.mud.*
- and have a good laugh at the other person's expense. Logs are useful
- for recording interesting or useful information or conversations, as well.
-
- 29. What is Maving?
-
- Mav is a famous TinyMUDder who sometimes accidentally left a colon on
- the front of a whisper, thus directing private messages to the whole
- room. The meaning of the verb has changed to include making any
- say/whisper/page/pose typing confusion.
-
- 30. What is net lag?
-
- The Internet (the network which connects your computer to mine) is made
- up of thousands of interconnected networks. Between your computer and
- the computer which houses the MUD, there may be up to 30 gateways and
- links connecting them over serial lines, high-speed modems, leased lines,
- satellite uplinks, etc. If one of these gateways or lines crashes, is
- suddenly overloaded, or gets routing confused, you may notice a long
- time of lag time between your imput and the MUD's reception of that
- input. Computers which are nearer to the computer running the MUD are
- less susceptible to netlag. Another source of lag is if the computer
- which hosts the MUD is overloaded. When netlag happens, it is best to
- just patiently wait for it to pass.
-
- 31. What's player killing?
-
- The answer to this question varies widely. On most combat-oriented
- MUDs, such as LPMUD and Diku, player killing is taken quite seriously.
- On others, it's encouraged. On most TinyMUDs, as there is little to
- no combat system, player killing is sometimes employed as a means of
- showing irritation at another player, or merely to show emphasis of
- something said (usually, it means "and I really mean it!"). It's
- best to find out the rules of the MUD you're on, and play by them.
-
- 32. What is spam?
-
- Spamming, derived from a famous Monty Python sketch, is the flooding of
- appropriate media with information (such as repeated very long 'say'
- commands). Unintentional spamming, such as what happens when you walk
- away from your computer screen for a few minutes, then return to find
- several screenfuls of text waiting to scroll by, is just a source of
- irritation. Intentional spamming, such as when you repeat very long
- 'say' commands many times, or quote /usr/dict/words at someone, is
- usually frowned on, and can get you in trouble with the MUD administration.
-
- 33. What is TinySex?
-
- TinySex is the act of performing MUD actions to imitate having sex
- with another character, usually consentually, sometimes with one hand
- on the keyboard, sometimes with two. Basically, it's speed-writing
- interactive erotica. Realize that the other party is not obligated
- to be anything like he/she says, and in fact may be playing a joke
- on you (see 'log', above).
-
- 34. What is a 'Wizard' or 'God'?
-
- Gods are the people who own the database, the administrators. In most
- MUDs, Wizards are barely distinguishable from Gods - they're just barely
- one step down from the God of the MUD. An LPMUD Wizard is a player who
- has 'won' the game, and is now able to create new sections of the game.
- Wizards are very powerful, but they don't have the right to do whatever
- they want to you; they must still follow their own set of rules, or face
- the wrath of the Gods. Gods can do whatever they want to whomever they
- want whenever they want - it's their MUD. If you don't like how a
- God acts or lets his Wizards act toward the players, your best recourse
- is to simply stop playing that MUD, and play another.
-
- A more appropriate name for wizards would probably be 'Janitor', since
- they tend to have to put up with responsibilities and difficulties (for
- free) that nobody else would be expected to handle. Remember, they're
- human beings on the other side of the wire. Respect them for their
- generosity.
-
- -------------------------------------------------------------------------------
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning this
- posting, contact Jennifer Smith, aka Moira (jds@math.okstate.edu).
- Other Frequently Asked Questions (FAQ) postings contain information
- dealing with clients, servers, RWHO, and FTP sites. While these items
- aren't necessary, they are quite useful. I'd also like to thank
- cthonics (felixg@coop.com) for his help in writing these FAQs, ashne
- and Satoria for their help, and everyone else for helpful comments
- and suggestions. Thanks again to Alec Muffett (aem@aberystwyth.ac.uk)
- of alt.security.
-
- The most recent versions of these FAQs are archived on ftp.math.okstate.edu
- (139.78.10.6) in pub/muds/misc/mud-faq, plus on rtfm.mit.edu(18.170.0.226)
- in the news.answers archives. Have fun! - Moira
- --
- Jennifer Smith
- jds@math.okstate.edu
- On MUDs: Moira, Jasra, etc. | But still I fear and still
- Here, have a clue. Take two, they're small. | I dare not Laugh at the Madman.
-