547 lines
27 KiB
Plaintext
547 lines
27 KiB
Plaintext
From: jds@math.okstate.edu (Jennifer "Moira" Smith)
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Date: 16 Jul 93 06:00:15 GMT
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Newsgroups: rec.games.mud.announce,rec.games.mud.misc,news.answers,rec.answers
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Subject: [rec.games.mud]: FAQ #1/3: MUDs and MUDding
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Archive-name: games/mud-faq/part1
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Version: $Id: faq.muds,v 3.0 93/06/14 16:19:07 jds Exp $
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FREQUENTLY ASKED QUESTIONS: Basic Information about MUDs and MUDding
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This is part 1 in a 3 part series of FAQs.
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Disclaimer - This document may be seen to be biased towards TinyMUDs.
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This is because the maintainer mainly plays those types of
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servers, not because she thinks they are inherently better
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or worse than other types of servers. However, this document
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is meant to be generalized and useful for all MUDdom, and
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so corrections and contributions are always welcome.
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Welcome to the world of MUDding!
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Table of Contents
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-----------------
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FAQ #1: Basic Information about MUDs and MUDding
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General Information
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1. What is a MUD?
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2. What different kinds of MUDs are there?
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3. Where are MUDs located?
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4. I paid money for my account! MUDding is a right, isn't it?
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5. How do I connect to a MUD?
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6. What is a client program?
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7. Now that I'm connected, what do I do?
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8. Why not just dive in?
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9. What password should I use for my MUD character?
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10. What's the easiest way to annoy a veteran MUD user?
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11. What's the easiest way to be a mean veterean MUD user?
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12. What should I _not_ do in terms of player interaction?
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13. Is MUDding a game, or an extension of real life with gamelike
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qualities?
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14. What common commands are used on MUDs?
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15. I know what's going on now! What's next?
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16. Who should I ask for help?
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17. What if I'm completely confused and am casting about for a rope
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in a vast, churning wilderness of chaos and utter incomprehension?
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18. What USENET newgroups are devoted to MUDs?
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19. How do I start my own MUD?
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Glossary
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20. What was the first MUD?
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21. What is a bot?
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22. What's a clueless newbie?
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23. What is a cyborg?
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24. What's a dino?
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25. What is a flame?
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26. What is a furry?
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27. What is HAVEN?
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28. What is a log?
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29. What is Maving?
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30. What is net lag?
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31. What's player killing?
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32. What is spam?
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33. What is TinySex?
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34. What is a 'Wizard' or 'God'?
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FAQ #2: MUD Clients and Servers
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Client Information
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1. What is a client?
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2. Where do I get clients?
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3. What operating systems do clients run on?
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4. Is there anything wrong with running a client?
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5. What different clients are available? [Client List]
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Glossary of Client terms
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Server Information
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6. What is a server?
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7. Where do I get servers?
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8. What operating systems to servers run on?
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9. Is there anything wrong with running a server?
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10. What different servers are available? [Server List]
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General Information
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11. What do I do if my client/server won't compile?
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12. Should I read the documentation of whatever client or server
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I select?
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13. What is FTP, and how do I use it?
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FAQ #3: Basic Information on RWHO and "mudwho"
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1. What is RWHO?
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2. How Does It All Work?
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3. Where Can I Get This Stuff?
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4. Where Are Some RWHO Servers?
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General Information
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1. What is a MUD?
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A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User
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Dialogue) is a computer program which users can log into and explore.
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Each user takes control of a computerized persona/avatar/incarnation/
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character. You can walk around, chat with other characters, explore
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dangerous monster-infested areas, solve puzzles, and even create your
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very own rooms, descriptions and items. You can also get lost or confused
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if you jump right in, so be sure to read this document before starting.
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2. What different kinds of MUDs are there?
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You'll notice the disclaimer on this FAQ mentions TinyMUD. That's
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one common type of MUD, but there are many different types of MUDs
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out there. The Tiny- and Teeny- family of MUDs are usually more
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'social' in orientation; the players on those MUDs tend to gather,
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chat, meet friends, make jokes, and discuss all kinds of things.
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The LP- family of MUDs, including Diku and AberMUD, are usually
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based on roleplaying adventure games; the players on those MUDs
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tend to run around in groups or alone killing monsters, solving
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puzzles, and gaining experience in the quest to become a wizard.
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There are still other types of MUDs, such as MOOs, UnterMUDs,
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and so forth. Each type has its own unique style, and players
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are rarely forced to stick to one type of playing - there's no
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rule that says an LPMUD _must_ be a combat-oriented MUD, or
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that a TinyMUSH _must not_ be a combat-oriented MUD. We suggest
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that you experiment around with several different types of MUDs
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to see what you find is the most interesting. If there's one thing
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MUDdom has, it's variety.
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3. Where are MUDs located?
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Watch the USENET newsgroup rec.games.mud.announce. Every Friday a quite
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complete listing of MUDs is posted. If you can't wait till Friday, you can
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email mudlist@glia.biostr.washington.edu and ask for one, or they're
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available for FTP from caisr2.caisr.cwru.edu(129.22.24.22) in /pub/mud.
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MUDs are run on many fine computers across the world. To play, all you
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have to do is telnet to the MUD's Internet Protocol Port, and you're in
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business. Some MUDs have a policy called "registration" to cut down on
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abuse of privileges; you might have to send mail to the administrator of
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the MUD in order to obtain a character. It's important to note that MUDs
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are *not* a right, and your access is granted out of trust. People usually
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have to pay to use processing time on the large, expensive computers which
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MUDs often run on, and you're being given a special deal. Which brings
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us to another point: MUDs can't really be run on anything less than a
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largish workstation (currently), so they're usually on academic or
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corporate workhorse machines.
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4. I paid money for my account! MUDding is a right, isn't it?
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Don't believe that for a second. When you paid money to your school's
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computer department for an account, you entered into a contract with
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that department. Most schools have a well written Computer Policy
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document, that will detail exactly what you have rights to. Most
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schools classify MUD as a game, and games as non-essentials. Therefore,
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if your school decides to shut off all games, or disallow you to telnet
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out to play muds, you're stuck. Don't try to get around it; they'll
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find you. Instead, try to talk to the Powers That Be, and see why they
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did what they did. They may have very good reasons for it (such as
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limited resource that really need to be dedicated to schoolwork).
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5. How do I connect to a MUD?
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There are several ways to hook yourself up to a MUD's internet port. First,
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you can use 'telnet' once you find out the MUD's network address and port
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number. If, for instance, we knew that ChupsMUD was at the network address
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'pickle.cs.umsst.edu' at port 4201, we could type:
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(on most systems, including UNIX)
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telnet pickle.cs.umsst.edu 4201
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(or, on some VMS systems)
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telnet pickle.cs.ummst.edu/port=4201
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and we'd be ready for action. If we get back an error saying something like
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"host unknown", we'd want to do the same thing, only using the machine's
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internet number address, like this: telnet 127.0.0.1 4201. If you're using
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straight telnet on a VMS system, you might have to make sure that your
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terminal has "newlines" turned on. If it doesn't, the mud's output will get
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spewed across the screen in a most ugly fashion.
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Your second option is to scout out the many fine client programs which
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exist for the sole purpose of providing a friendly and useful front end
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to MUDs. (See 'client', below.)
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6. What is a client program?
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Telnet is a rather ugly way to connect to most muds, since it doesn't
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do any fancy text wrapping, and if someone says something while you're
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typing out a line, it will make a mess out of your line, making it
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hard to see what you're typing and hard to keep track of what's going
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on in the mud. A client program is simply another program you use instead
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of telnet to connect to a mud. Clients also provide useful things such
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as macros and the ability to gag or highlight certain mud output. Clients
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are available for anonymous ftp from several sites. See the Frequently
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Asked Questions posting #2 for more information about clients.
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7. Now that I'm connected, what do I do?
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Once you connect, find out what the deal is with respect to you getting
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a character. Some MUDs allow you to create your own, and others require
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you to send off for one via email. If you have to send off for one, send
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one e-mail request and cool your heels. MUDding will be around forever,
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no need to rush it. But let's say you've now gotten a character, and you're
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connected up, and things are starting to get interesting. At this point,
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you should do what is probably least intuitive: type 'help', read the
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instructions and directions, and understand them. Then, type 'news',
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read the information, and understand it. Then (yes, we know, we know...
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it'll be fun, soon!) practice using the commands given to you until
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you think you've got a good enough grip to be able to start in on
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exploring, questing, socializing, or whatever else tunes your engine.
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8. Why not just dive in?
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Some people are easily annoyed when other people clearly have no idea what
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they are doing, even if they were recently in that position themselves.
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It'll be much easier for you to cope without some fella saying things
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you don't understand to you and possibly killing you. *However*, many
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MUD players are helpful, and asking them, "excuse me, are you busy? I'm
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a brand new player, and I have a question," will often work just fine.
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9. What password should I use for my MUD character?
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You should pick a password just as you do for any computer account. Use a
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word, or better yet, a phrase or anagram, that isn't obvious. Don't, for
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instance, use the same name as your character, or your own first name, or
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your girl/boyfriend's name. And never never use the same password as the
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one on your computer account. Most MUDs prevent people from getting the
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passwords from within the mud, and most encrypt the password when it's
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store in the database files. However, there is nothing preventing the
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MUD's owner from modifying the code to dump the passwords to a file, along
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with other information such as the host you connected from. Using this
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information, an evil MUD admin could probably figure out your login name
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and get into your account easily. It's also not a good idea to use the
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same password on different MUDs, since if your password gets out on one
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MUD, all your MUD characters have been compromised. This is ESPECIALLY
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important for MUD Wizards and Gods. Use the auto-login feature of your
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client, if it has one, and protect the file containing the login information
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against reading by others.
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This story comes from Alec Muffett, author of Crack and maintainer of the
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alt.security FAQ.
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aem@aberystwyth.ac.uk: The best story I have is of a student
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friend of mine (call him Bob) who spent his industrial year at
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a major computer manufacturing company. In his holidays, Bob
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would come back to college and play AberMUD on my system.
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Part of Bob's job at the company involved systems management,
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and the company was very hot on security, so all the passwords
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were random strings of letters, with no sensible order. It was
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imperative that the passwords were secure (this involved writing
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the random passwords down and locking them in big, heavy duty safes).
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One day, on a whim, I fed the MUD persona file passwords into
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Crack as a dictionary (the passwords were stored plaintext)
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and then ran Crack on our systems password file. A few student
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accounts came up, but nothing special. I told the students
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concerned to change their passwords - that was the end of it.
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Being the lazy guy I am, I forgot to remove the passwords from
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the Crack dictionary, and when I posted the next version to
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USENET, the words went too. It went to the comp.sources.misc
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moderator, came back over USENET, and eventually wound up at
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Bob's company. Round trip: ~10,000 miles.
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Being a cool kinda student sysadmin dude, Bob ran the new version
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of Crack when it arrived. When it immediately churned out the
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root password on his machine, he damn near fainted...
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The moral of this story is: never use the same password in two
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different places, and especially on untrusted systems (like MUDs).
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10. What's the easiest way to annoy a veteran MUD user?
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Demand something. Whine. Follow them around. Page or tell them over
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and over after they've asked you to stop. In combat MUDs, steal
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from corpses of things they just killed.
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11. What's the easiest way to be a mean veterean MUD user?
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Don't give help to the new players. Kill them, ignore them, shout
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"get a description" at them. These are the best ways to kill off MUDding
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in general, actually.
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12. What should I _not_ do in terms of player interaction?
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You shouldn't do anything that you wouldn't do in real life, even if the
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world is a fantasy world. The important thing to remember is that it's
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the fantasy world of possibly hundreds of people, and not just yours in
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particular. There's a human being on the other side of each and every
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wire! Always remember that you may meet these other people some day,
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and they may break your nose. People who treat others badly gradually
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build up bad reputations and eventually receive the NO FUN Stamp of
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Disapproval. The jury is still out on whether MUDding is "just a game"
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or "an extension of real life with gamelike qualities", but either way,
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treat it with *care*.
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13. Is MUDding a game, or an extension of real life with gamelike qualities?
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It's up to you. Some jaded cynics like to laugh at idealists who think
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it's partially for real, but we personally think they're not playing it
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right. Certainly the hack-'n-slash stuff is only a game, but the social
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aspects may well be less so.
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14. What common commands are used on MUDs?
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Most MUDS have a core of commands which players use to move around and
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interact with each other. For instance, there are commands for interacting
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with other players, like 'say' (or sometimes '"'), and other commands like
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'look', 'go', etc. In TinyMUD, there are commands like 'home' (which always
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places you in your home -- remember that), ':' (pose -- try it), etc.,
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which allow you to do stuff inside the database. Commands prefixed by
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a @ (generally) allow you to change the database! Commands like @describe,
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@create, @name, @dig and @link allow you to expand the universe, change it,
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or even, perhaps, @destroy it, under certain conditions. In LPMUDs, none of
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those apply; in order to edit the universe, you have to attain Wizardhood or
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be the God of the MUD. Whatever the case, these building commands are
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beyond the scope of this little sheet -- find the documentation for whatever
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MUD you're playing with and consume it avidly. Most MUDs have documentation
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on-line, although better documentation can be gotten via ftp from other
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sites. Ask around, or try looking on ftp.tcp.com (128.111.72.60),
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or ftp.math.okstate.edu (139.78.10.6) in /pub/muds/misc.
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15. I know what's going on now! What's next?
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Now is the time when you should be most careful. Within reason,
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don't be afraid to ask questions of other players.
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16. Who should I ask for help?
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Wizards (see the glossary section) are usually helpful; if you know a
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wizard to be a wizard, then you can usually ask them a question or two.
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Make sure they're not busy first. Also, players who have been logged on
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for a long time (which you can check using the WHO command) are often
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helpful, as they are usually the veterans who've seen it all before.
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In combat MUDs, asking relatively high level characters is usually the
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way to find things out.
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17. What if I'm completely confused and am casting about for a rope in a
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vast, churning wilderness of chaos and utter incomprehension?
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Ask a friend to help you. Don't post anything in any newsgroup. Just
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take it slow, one step at a time, smoothing over the things you don't
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understand by reading manuals (i.e. 'man telnet'), asking local help,
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or trying to find people who use MUDs who are at your site.
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18. What USENET newgroups are devoted to MUDs?
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There are several USENET newsgroups associated with MUDs. The first (and
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least used) is alt.mud. When it got popular, the newsgroup rec.games.mud
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was then created, and when it got too noisy and chaotic, a few new groups
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were split off of the main one (rec.games.mud is no longer a "real"
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newsgroup - all of its volume went to rec.games.mud.misc). The current
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newsgroups are:
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rec.games.mud.admin - Postings pertaining to the administrative
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side of MUDs.
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rec.games.mud.announce - moderated group, where announcements of
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MUDs opening, closing, moving, partying,
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etc are posted.
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rec.games.mud.diku - Postings pertaining to DikuMUDs.
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rec.games.mud.lp - Postings pertaining to LPMUDs.
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rec.games.mud.misc - Miscellaneous postings.
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rec.games.mud.tiny - Postings pertaining to the Tiny* family
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of MUDs.
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If you feel you must post something to USENET, please do it in the
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group where it best belongs - no posts about TinyMUSH in the Diku
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group, no questions about an LPMUD in the Tiny group, etc.
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19. How do I start my own MUD?
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First, you need to pick a server. You'll have to figure out how to
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compile it, get it running, and you'll need to know how to _keep_ it
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running, which usually involves some programming skills, generally in
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C, and a good deal of time. Of course, you also need to be well versed
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in the ways and commands of that particular MUD server, and you'll
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probably need help running the place from a few of your friends.
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Don't forget that you'll have to have a machine to run it on, and the
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resources with which to run it. Most MUDs use anywhere from 5 to 90
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megs of disk space, and memory usage can be anything from 1 to 35 megs.
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A good rule of thumb is to first ask around for specifics on that server;
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average muds need around 25 megs of disk space for everything, and about
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10 megs of memory, although the exact numbers vary widely.
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NOTE: If you don't *explicitly own* the machine you're thinking about
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right now, you had better get the permission of the machine owner before
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you bring up a MUD on his computer. MUDs are not extremely processing-
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consumptive, but they do use up some computing power. You wouldn't want
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people plugging in their appliances into the outlets of your home without
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your permission or knowledge, would you?
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Glossary of MUD Terms
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20. What was the first MUD?
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MUD1, written by Richard Bartle and Roy Trubishaw, back in 1979-80, is
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generally accepted as the first MUD. TinyMUD Original, the first of
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the Tiny- family of muds, was written in August 1989. A more complete
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chronology of MUDs is being prepared - contributions emailed to
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jds@math.okstate.edu are heartily welcomed.
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21. What is a bot?
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A bot is a computer program which logs into a MUD and pretends to be a
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human being. Some of them, like Julia, are pretty clever -- legend has it
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that Julia's fooled people into believing that she's human. Others have
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less functionality. The most common bot program is the Maas-Neotek model.
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22. What's a clueless newbie?
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A 'newbie' is someone who has only recently begun to participate in some
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kind of activity. When we're born, we're all life newbies until we get
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experience under our belts (or diapers, whatever). You're a clueless
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newbie until you've got the hang of MUDding, basically.
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23. What is a cyborg?
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A cyborg is defined as 'part man, part machine.' In the MUD world, this
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means that your client is doing some of the work for you. For instance,
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you can set up many clients to automatically greet anyone entering the
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room. You can also set up clients to respond to certain phrases (or
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'triggers'). Of course, this can have disastrous consequences. If
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Player_A sets his client up to say hi every time Player_B says hi, and
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Player_B does likewise, their clients will frantically scream hi at each
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other over and over until they manage to escape. Needless to say, runaway
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automation is very heavily frowned upon by anyone who sees it. If you
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program your client to do anything special, first make sure that it cannot
|
|
go berserk and overload the MUD.
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|
|
|
24. What's a dino?
|
|
|
|
A dino is someone that has been around for a very long time (cf. 'dinosaur').
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These people tend to reminisce nostalgically about dead or nonexistent
|
|
MUDs which were especially fun or interesting.
|
|
|
|
25. What is a flame?
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|
|
|
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.
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|
|
|
26. What is a furry?
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|
|
|
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?
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|
|
|
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 make the game much more playable. 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, RosaLil, Jasra, etc. | It's the terror of knowing
|
|
Here, have a clue. Take two, they're small. | What this world is about
|
|
|