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- FREQUENTLY ASKED QUESTIONS: Basic Information about MUDs and MUDding
-
- This is part 1 in a 3 part series of FAQs.
-
- Disclaimer: The authors and sources of this document are generally
- biased towards TinyMUDs and their ilk, since we play
- them more. An attempt is being made to fairly cover
- all available muds.
-
- Welcome to the world of MUDding!
-
- "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.
-
- "Up there you said 'TinyMUD'...what does that mean?"
-
- You're pretty quick! TinyMUD is one kind of MUD program. There are very
- many kinds of MUD programs out there -- probably as many as there are
- computers that run them. The Tiny- and Teeny- family of MUDs are usually
- more 'social' in orientation; the players on those MUDs gather, chat,
- meet friends, make jokes, and discuss things. The LP- family of MUDs
- are based on roleplaying adventure games. In these, your character runs
- around killing monsters, finding money, and making experience in the
- quest to become a wizard. DikuMUDs and AberMUDs are a bit like LPMUDs,
- except that LPMUD wizards have access to a very powerful programming
- language with which they can add more sections to the database.
- There are still other programs, called MUCKs or MUSHes, that extend the
- TinyMUD programs by including a usable programming language. MOOs
- have an object-oriented programming language, and are more 'social'
- in nature. UnterMUDs can connect to each other directly, and have both
- a scripting language and a programming language. BSXMUDs are LPMUDs
- with simple graphics. We suggest that you experiment around to see what
- you find is the most interesting. If there's one thing MUDdom has,
- it's variety.
-
- "Great! So where are MUDs located?"
-
- Watch the USENET newsgroup rec.games.mud.announce. Every Friday a quite
- complete listing of MUDs is posted. If you can't wait till Friday, you can
- email scg@mentor.cc.purdue.edu and ask for one, or they're 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 God/Wizard 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.
-
- "But 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).
-
- "What do I do to connect up 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 UNIX systems)
- 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.)
-
- "What's 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.
-
- "I'm connected! Now 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.
-
- "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.
-
- "What should I use as a password 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).
-
- "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 the combat MUDs, steal
- from corpses of things they just killed.
-
- "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.
-
- "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*.
-
- "What is a 'Wizard' or 'God'?"
-
- Gods are the people who own the database. 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. LPMUD
- 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.
- 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.
-
- "Wait, is it 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.
-
- "Hey, I've got an idea, I'll start my own MUD!"
-
- More power to you! Of course, unless you're very good with C, willing
- to spend a large portion of your life as a Wizard/God, and well versed
- in the ways and commands of whatever MUD program you are trying to run,
- you'll fail. You'll also fail if you don't have a machine to run it on.
- 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?
-
- "OK. What are these commands you're talking about?"
-
- 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 ferkel.ucsb.edu (128.111.72.60).
-
- "Alright! I think I know what's going on now."
-
- Now is the time when you should be most careful. Within reason,
- don't be afraid to ask questions of other players.
-
- "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.
-
- "Who should I ask?"
-
- Wizards 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.
-
- "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.
-
- "What are all these newsgroups anyway?"
-
- 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.
-
- "What's a dino/Islandia/TinyHELL/original TinyMUD?"
-
- A dino is someone that has been around for a very long time (cf. 'dinosaur').
- These people tend to reminisce nostalgically about the other entries in
- the question above -- dead or nonexistent MUDs which were especially fun
- or interesting.
-
- "Some people on TinyMUDs seem to delight in killing. Why?"
-
- This is an unanswerable Frequently Asked Question. Everyone's got their
- own reasons for acting as they do. If you don't like it, you can always
- go somewhere else or sometimes kill them back. (See 'haven' below.)
- Under no circumstances should you take being killed on a TinyMUD seriously.
- On combat MUDs such as LPMUD, it's a whole 'nother ballgame. Some combat
- MUDs don't allow player killing; some encourage player-killing as a means
- of self-policing. Just play by the rules of the mud you're on.
-
- "What is a 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.
-
- "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). Since SPAMming is computationally expensive, it's frowned
- upon. SPAMming with intent to harm computer resources is very bad indeed.
-
- "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. 'Cyborgs' are computer-assisted humans or human-
- assisted computers.
-
- "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.
-
- "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.
-
- "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', below).
-
- "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.
-
- "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.
-
- -------------------------------------------------------------------------------
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning this
- posting, contact either Moira (jds@math.okstate.edu) or cthonics
- (fortony@sonne.cso.uiuc.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. We'd also like to thank ashne and Satoria for their help in
- writing this FAQ, 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(18.172.1.27)
- in the news.answers archives. Have fun! - Moira and cthonics
-
- --
- 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
-
-