Shift
Mar 7 2007, 02:30 PM
I know MUDs aren't alive and well and have been tapering off.
I've recently played on a pretty good 3rd edition SR CircleMUD with a pretty dedicated playerbase.
My GM and I both haven't been able to find any good/completed/mostly completed 4E SR MUDs, the game being still new and all. We've worked on building a 2nd and 3rd edition D&D MUD for years now, but I think we both get away from doing that stuff when both of us aren't working together. So, we were toying with the idea of maybe building a staff before trying to create a 4E SR MUD.
I don't think we've decided which MUDlib we're going to use; my GM seems to enjoy LP MUDs, where as I take more to diku's... I guess I was just curious if anyone who had experience with MUD building or coding would be interested in participating?
dionysus
Mar 7 2007, 02:51 PM
I don't have much experience with MUDs specifically, but I do have more general programming experience and I'm a quick study. I'd be happy to get involved.
Meriss
Mar 7 2007, 05:53 PM
What about Shadowland? Or do you just want a MUD of your own?
Pyritefoolsgold
Mar 7 2007, 06:02 PM
If you want any help writing area descriptions, I may be your man. I'm good at descriptions.
Have no idea how a mud is coded, however.
ovideast
Mar 7 2007, 07:08 PM
If you had an object library of some sort that implemented the rules, how close would that get you?
I've pondered that sort of thing. I think you could re-use it in character generators, gm helpers, play-by-peer, play-by-post, etc.. etc..
Shift
Mar 7 2007, 07:26 PM
QUOTE (ovideast) |
If you had an object library of some sort that implemented the rules, how close would that get you?
I've pondered that sort of thing. I think you could re-use it in character generators, gm helpers, play-by-peer, play-by-post, etc.. etc.. |
Right now, it's difficult to say what would be beneficial or detrimental, since we haven't quite decided on even the groundwork. I figured I would gather some of the people interested based off of the person's MUD knowledge and build a team, then have a few discussion sessions to decide what direction we would aim for.
Still in the early planning phases, really. I would say a set of coded rules would likely be largely beneficial as a tool for reference, but I would rather leave implementation in the hands of those doing implementation.
Naysayer
Mar 7 2007, 08:45 PM
Behold!
Somebody is already working on making your dream come trueThese are the people that ran the original 3rd Ed. Seattle MUSH.
Still WIP, as far as I know, but they seem to steadily be making progress.
Jaid
Mar 7 2007, 11:01 PM
i'm confused.... why would you care what the rules set is when you aren't actually running the rules?
Tomothy
Mar 8 2007, 01:51 AM
But you are. You constantly have to get skills and stats and if you haven't played SR3 it's not as easy to know what you're getting when you level up your character.
Steak and Spirits
Mar 8 2007, 01:59 AM
The real problem with MUDs is they suck. It's time for you to make the jump, and make a MUX.
ludomastro
Mar 8 2007, 03:43 AM
I've played on both MUDs and MUXs. I don't have a preference. I don't code but have been a developer/immortal on a fantasy MUD but I haven't played in years. Keep me in the loop if you don't mind.
Gamble
Mar 8 2007, 05:25 AM
There is an SR4 MUX based in Seattle that is being made. However, I believe there are some snags in the coding department. If anybody knows how to code (specifically Rhost) but any code for that matter, post here or drop me a line.
Shift
Mar 8 2007, 04:42 PM
QUOTE (Steak and Spirits @ Mar 7 2007, 08:59 PM) |
The real problem with MUDs is they suck. It's time for you to make the jump, and make a MUX. |
Unfortunately, it's more of a personal preference, I believe... to be playing in a MUX or a MUD. I'm not really up to snuff on my acronym soup when it comes to MU*, but from just a few seconds of research, a MUX is largely similar to a MUSH.
MUSH games tend to be invariably non-combat oriented and with major focus on role-play aspect, where MUD games tend to be more combat oriented.
It's my general feeling that if a player wants to log on and do stuff by themselves, they'll likely not want to be focusing on the roleplay, but rather just playing the game. I'm not going to go into specifics for how I'd like to see the game ideas I intend to introduce, because we were hoping it would be a staff-conclusive decision and we haven't created the staff yet.
I just can't see a person logging on and roleplaying by themselves. I'd rather have the game be more active for single-person playing and multi-person playing.
Not to mention, it seems to me that in the MUX environment, you'd almost have to have event-driven (coded) simulations conducted by a GM... This would force a larger staff for running missions and the such, where I'd prefer that option available, but I'd probably get involved with coding some NPC driven runs as part of the game. This stuff is really all undecided.
Oh, I'd also like to add... I'm not suggesting this game be combat-centric; I understand how important the role-play aspect is for the game. I imagine after the building blocks came into place, I would develop and 'GM' several events that would feature various combat and role-play elements.
Jaymes
Mar 8 2007, 06:34 PM
QUOTE |
There is an SR4 MUX based in Seattle that is being made. |
I'm currently working on some coding projects over there. It's only me and one other person currently doing any of the coding at the moment (there are a lot of others who have done a lot of work but they all are AWOL atm), so we could definitely use some help.
Go to the
New Seattle Website if you want to get the lowdown.
Steak and Spirits
Mar 9 2007, 09:50 PM
QUOTE (Shift) |
QUOTE (Steak and Spirits @ Mar 7 2007, 08:59 PM) | The real problem with MUDs is they suck. It's time for you to make the jump, and make a MUX. |
Unfortunately, it's more of a personal preference, I believe... to be playing in a MUX or a MUD. I'm not really up to snuff on my acronym soup when it comes to MU*, but from just a few seconds of research, a MUX is largely similar to a MUSH.
MUSH games tend to be invariably non-combat oriented and with major focus on role-play aspect, where MUD games tend to be more combat oriented.
It's my general feeling that if a player wants to log on and do stuff by themselves, they'll likely not want to be focusing on the roleplay, but rather just playing the game. I'm not going to go into specifics for how I'd like to see the game ideas I intend to introduce, because we were hoping it would be a staff-conclusive decision and we haven't created the staff yet.
I just can't see a person logging on and roleplaying by themselves. I'd rather have the game be more active for single-person playing and multi-person playing.
Not to mention, it seems to me that in the MUX environment, you'd almost have to have event-driven (coded) simulations conducted by a GM... This would force a larger staff for running missions and the such, where I'd prefer that option available, but I'd probably get involved with coding some NPC driven runs as part of the game. This stuff is really all undecided.
Oh, I'd also like to add... I'm not suggesting this game be combat-centric; I understand how important the role-play aspect is for the game. I imagine after the building blocks came into place, I would develop and 'GM' several events that would feature various combat and role-play elements.
|
You've got it mostly right. At it's most basic level, a MUD will have NPCs and roaming encounters coded directly into the game. You walk west, you see Gang Members listed as 'objects' in the room. You see them. They see you. You type 'Attack Gang Member' and the combat code spools up and it determines the outcome.
A MUD requires little, if any, GM oversight.
A MUSH/X on the other hand will not have NPCs and roaming encounters coded directly into the game. NPCs (Both friendly and hostile) are controlled by live players at the keys, and gameplay is much more abstract than a MUD. The best way I've always found a MU* to be described is like a Table-Top game with multiple GMs, and more people playing than you can comfortably fit in your own living room.
The advantage of a MUX is it requires much less work upfront, than a MUD does, because there's much less that's required to be coded into the system. Additionally, a MUX can more accurately reflect reality because events are not limited to what the game's creator coded into the system, and events unfold much like they would at a tabletop game as a GM unfolds a story, and prompts character's for rolls, skill checks, action summaries, etc.
A MUD, of course, has the advantage of requiring little oversight from an administrative perspective, excepting code exploits by ambitious players, once things are 'rolling along'.
When I said: "The real problem with MUDs is they suck. It's time for you to make the jump, and make a MUX." - I was mostly kidding, and yes of course, it is just a matter of personal preference.
I've found, however, that generally the evolutionary progress of Roleplayers wind up moving towards MUX due to the flexibility, and open ended gameplay. I.E, Joe walks into the bar, sets off the metal detectors, and has to cooperately work with a GM to resolve a scene, rather than Joe walks into the bar, sets off the metal detectors, and summons an UberBossMob who drops some phat lewt.
ovideast
Mar 11 2007, 12:49 AM
QUOTE (Jaymes) |
QUOTE | There is an SR4 MUX based in Seattle that is being made. |
I'm currently working on some coding projects over there. It's only me and one other person currently doing any of the coding at the moment (there are a lot of others who have done a lot of work but they all are AWOL atm), so we could definitely use some help. Go to the New Seattle Website if you want to get the lowdown. |
I've looked at the forums a bunch, but there doesn't seem to be much on contributing. What sorts of help are you looking for? I don't know a lick about the internals of a MUX, but I do code systems software for a living, so I think I can pick it up fast...
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