Discworld MUD

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Discworld MUD
Studio David "Pinkfish" Bennett, Craig "Furball" Richmond, Sean A. "Lynscar" Reith, Evan Scott, Derek "Ceres" Harding, Jake "Sojan" Greenland, project community
Erstveröffent-
lichung
1991
platform Platform independent
genre Online game ( Multi User Dungeon )
Subject Humorous fantasy
Game mode Multiplayer
control keyboard
system advantages
preconditions
Telnet client or MUD client , permanent internet access

Discworld MUD is a text-based online role-playing type Multi User Dungeon , which on the Discworld the Discworld novels by Terry Pratchett builds. It is only available in English.

history

The Discworld MUD was released in 1992. Updates are carried out continuously. Originally the play area was limited to a rather small part of the city of Ankh-Morpork, but over time more and more other places and rooms have been added according to the descriptions in the novels and other publications. Meanwhile, the game simulates several large cities (Ankh-Morpork, Bes Pelargic, Genoa and Djelibeybi) on two continents, a large number of smaller cities and more than a million spaces that make up the land between the cities and towns.

The Discworld admin team has already published the source code used several times so that further MUDs can be created on this basis.

Player interaction

Chat

For entertainment, the MUD provides a talker system with some ready-made channels, such as B. a general chat channel, channels for development and organization, and channels for the many player clubs and associations. Some examples are the Taxi Canal (where you can get magical transport across Discworld), Begorrah (for Irish players to chat or even organize real-life meetings).

RPG & Player vs. Player

The role-playing game is optional and there are players who have multiple characters and who also play “in-character” and “out-of-character”. Organizing, interacting socially, numberchasing (hunting for experience points and thus for better skills) - there are ways to spend time on the Discworld. Player versus player interaction exists on an opt-in basis (you choose if you want to do it). The choice is only given after the character has been in the game for at least 2 days.

the atmosphere

Probably because of the humorous tone of Pratchett's books, the atmosphere in Discworld MUD can be classified as teasing , with a general love for madness and nonsense.

functionality

The fundamental game mechanics of the MUD is based on the 'stat / skill' division, with the 'stats' (statistics) of a player in relation to the associated values, which are semi-permanent and the 'skills'. These skills are improved by learning from other characters or from yourself. Experience points must be used for this.

Guilds

A big part of the original intent for the Discworld MUD was to move away from the restrictive class system and allow any player, with enough effort and progress, to do (almost) anything. Each character can join a selection of guilds, a combination of class and in-game organization, and each guild has several unique skills that no other has. Many mundane traits such as hit points, perception, and the ability to swim are not affected by guild choices. As players progress and benefit from each skill, players receive additional bonuses and dexterity within the skill sets of their craft.

There are six classes: warrior, magician, priest, witch, thief and assassin. Over the years, these large classes were divided into several specialized guilds with regional and cultural influences and given slightly more specialized skills.

Web links

Commons : Discworld  - album with pictures, videos and audio files