Divination Web is a MUCK that is as of today open to the public. It is
also an experiment based in part upon some thoughts I'd had before, and
in other parts upon Thyagi's posts on CyberMagick. The result of those
discussions was he and I sitting down and brainstorming a bit, with the
result being the concept of Divination Web.
The Web is a SMALL online area built with magickal symbolism intentionally
exploited in a MUCK framework. It's intent is to allow interested people
to walk through and explore the symbolism that others use in magickal means
and to allow them to create and expand the world with areas that portray
other symbolisms for others to learn through. It's second intention is
to provide a framework for the support of online ritual in a mud environment.
I have personally taken part in online rituals on IRC, and cannot help but
think that a mud (especially a programmable one such as MUCK) can do anything
besides enhance the symbolism and further the mindset. The programmability
can be taken advantage of in a nearly infinite variety, provided you have
the courage and the motivation to learn the language and to try it out.
One of the other things that's important for people to know off hand, is that
this mud is open to ANYONE who wishes to come online and take advantage of
the oppurtunity offered. It is NOT a social mud per se, but nor is it an
adventure mud. Anyone who is interested in learning about magick or
seeing how the flexible environment of a mud creates or detracts from ritual
is welcome. The only people who are NOT welcome are those who deliberately
tell others that their ideas have no place.
Currently built are some portions of the Tree of Life, and I will be doing
some of the Tarot card descriptions on the paths between the sephirot.
Quite a lot of other 'layout' building has been done, but descriptions and
'fleshing out' are needed before the place is truly grown.. If you have
an artistic/creative bent, talk to myself (Moonchilde) or Fr.Nigris online
and we will work out an area you can work on.
Now for the really important information, since you all are just dying to
log on :). Well the mud is running on seismo.soar.cs.cmu.edu port 9393.
If you have never used a mud before, I would suggest finding and reading
the rec.games.mud faqs. If you have used a mud, then you know the information
required to log in. The game is not registration, and you need to request
both builder bits and mucker (programmer) bits from the admins.
Please come on by and enjoy yourself.
--Moonchilde, admin Divination Web.
--
Practice random kindness and senseless acts of beauty --Anonymous
Argue for your limitations and sure enough they're yours --Richard Bach
Moonchilde/Amythyst/JT Traub --- jtr...@cmu.edu
Archive-name: games/mud-faq/part1
Version: $Id: faq.muds,v 2.11 92/12/26 16:48:45 jds Exp $
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?"
[Well, if you like magick, try seismo.soar.cs.cmu.edu 9393 ;> - Thyagi]
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 mud...@glia.biostr.washington.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.
a...@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 (j...@math.okstate.edu) or cthonics
(for...@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 (a...@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
j...@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
Archive-name: games/mud-faq/part2
Version: $Id: faq.clients,v 2.17 92/12/26 16:48:35 jds Exp $
FREQUENTLY ASKED QUESTIONS: MUD Clients and Servers
This is part 2 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
every mud available.
"What are clients?"
Clients are programs, usually written in C, that connect up to
servers. Telnet is one such client program. Many clients written
for MUDs have special added bonus features through which they filter
the output; most, for instance, separate your input line from the
output lines and wraps words after 80 columns. Some also have a macro-
writing capability which allows the user to execute several commands with
just a few keypresses. Some allow you to highlight output coming from
certain players or suppress it altogether. Still other clients make
the sometimes tedious task of building new areas a breeze.
"Where do I get clients?"
Listed below is a list of clients, and a site or two where they can
be ftped from. If the site is down, your best bet is to ask around.
In general, ferkel.ucsb.edu (128.111.72.60) and ftp.math.okstate.edu
(139.78.10.6) are good places to look.
"Do I need a special operating system to run clients?"
Yep, you sure do. Most use BSD Unix, although there are clients which
also run under SysV Unix with networking, VMS with either MultiNet or
Wollongong networking, and there's even one for IBM VM, and a new
one that runs on a Macintosh.
"What clients are out there, and how are they different?"
Here's a reasonable accurate listing of available clients. Please note
that we have not tested each of these, and they're not guaranteed to
work for you.
UNIX clients appear first, VMS clients next, miscellaneous clients last.
EMACS clients for UNIX appear after those written in C.
Name Description
---- -----------
TinyTalk Runs on BSD or SysV with networking. Latest version is
1.1.7GEW. Designed primarily for TinyMUD-style muds.
Features include line editing, command history,
hiliting (whispers, pages, and users), gag, auto-login,
simple macros, logging, and cyberportals.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
parcftp.xerox.com(13.1.64.94):/pub/MOO/clients
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
TinyFugue Runs on BSD or SysV with networking. Latest version is
2.0beta6. Commonly known as 'tf'. Designed primarily for
TinyMUD-style muds, although will run on LPMUDs and Dikus.
Features include regexp hilites and gags, auto-login, macros,
line editing, screen mode, triggers, cyberportals, logging,
file and command uploading, shells, and multiple connects.
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
TclTT Runs on BSD. Latest version is 0.9. Designed primarily for
TinyMUD-style muds. Features include regexp hilites, regexp
gags, logging, auto-login, partial file uploading, triggers,
and is programmable.
ftp.white.toronto.edu(128.100.2.160):/pub/muds/tcltt
VT Runs on BSD. Latest version is 2.12. Must have vt102
capabilities. Useable for all types of muds. Features
include a C-like extension language (VTC) and a simple
windowing system. Typical client features can be
programmed. Does come with a VTC distribution file for
mud client support.
ftp.math.okstate.edu(139.78.1.12):/pub/muds/clients
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
LPTalk Runs on BSD or SysV with networking. Latest version is 1.2.1.
Designed primarily for LPMUDs. Features include hiliting,
gags, auto-login, simple macros, logging.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
SayWat Runs on BSD. Latest version is 0.2.18. Designed primarily for
TinyMUD-style muds. Features include regexp hilites,
regexp gags, macros, triggers, logging, cyberportals,
rudimentary xterm support, and file uploading.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
PMF Runs on BSD. Latest version is 1.12.1. Usable for both LPMUDs
and TinyMUD-style muds. Features include line editing,
auto-login, macros, triggers, gags, logging, file uploads,
an X-window interface, and ability to do Sparc sounds.
ftp.lysator.liu.se(130.236.254.1):/pub/lpmud/clients
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
TinyView Runs on BSD. Latest version is 1.0. Designed for use primaril
y
for TinyMUD-style muds. Features include screen mode, macros,
history buffers, line editing, and multiple connects.
altair.csustan.edu(130.17.1.50):/pub/mud/mud_misc
TINTIN Runs on BSD. Latest version is 3.0. Designed primarily
for Dikus. Features include macros, triggers,
tick-counter features, and multiple connects.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ucbvax.berkeley.edu(128.32.133.1):/pub/games/dikumud/utility
MUD.el Runs on GNU Emacs. Usable for TinyMUD-style muds, LPMUDs,
and MOOs. Features include auto-login, macros, logging,
cyberportals, screen mode, and it is programmable.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
TinyTalk.el Runs on GNU Emacs. Latest version is 0.5. Designed primarily
for TinyMUD-style muds. Features include auto-login, macros,
logging, screen mode, and it is programmable.
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
LPmud.el Runs on GNU Emacs. Designed primarily for LPMUDs. Features
include macros, triggers, file uploading, logging, screen
mode, and it is programmable.
ftp.lysator.liu.se(130.236.254.1):/pub/lpmud/clients
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
CLPmud.el Runs on GNU Emacs. Designed primarily for LPMUDs. Similar
to LPmud.el, but with the added capability for remote
file retrieval, editing in emacs, and saving, for LPMud
wizards.
mizar.docs.uu.se(130.238.4.1):/pub/lpmud
MyMud.el Runs on GNU Emacs. Latest version is 1.31. Designed primarily
for LPMUDs and Dikus. Features include screen mode,
auto-login, macros, triggers, autonavigator, and it is
programmable.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
TINT Runs on VMS with MultiNet networking. Latest version is 2.2.
Designed primarily for TinyMUD-style muds. Features include
hiliting (whispers, pages, users), gags, file uploading,
simple macros, screen mode. See also TINTw.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ucbvax.berkeley.edu(128.32.133.1):/pub/games/VMSclients
TINTw Runs on VMS with Wollongong networking. See TINT.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
ucbvax.berkeley.edu(129.32.133.1):/pub/games/VMSclients
DINK Runs on VMS with either Wollongong or MultiNet networking.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
ucbvax.berkeley.edu(129.32.133.1):/pub/games/VMSclients
FooTalk Runs on VMS with MultiNet networking and BSD Unix. Primarily
designed for TinyMUD-style muds. Features include screen
mode, and it is programmable. See RispTalk below.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
ucbvax.berkeley.edu(129.32.133.1):/pub/games/VMSclients
RispTalk Runs on BSD Unix. FooTalk with an interpreter for converting
a lispish language into footalk's language. See FooTalk above
.
NO KNOWN SITE
REXXTALK Runs on IBM VM. Latest version is 2.1. Designed primarily
for TinyMUD-style muds. Features include screen mode,
logging, macros, triggers, hilites, gags, and auto-login.
Allows some IBM VM programs to be run while connected to
a foreign host, such as TELL and MAIL. (Warning: Ftp-ing
the module sometimes does not work. Try emailing
SESP...@YSUB.YSU.EDU or SESP...@YSUB.BITNET and he
should be able to send you the module via bitnet.)
ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
MUDDweller Runs on any Macintosh. Latest version is 1.1d4. Connects
to a MUD through either the communications toolbox or
by MacTCP. Usable for both LPMUDs and TinyMUD-style muds.
Current features include multiple connections, a command
history and a built-in MTP client for LPMUDs.
rudolf.ethz.ch(129.132.57.10):/pub/mud
sumex-aim.stanford.edu(36.44.0.6):/info-mac/comm
mac.archive.umich.edu(141.211.164.153):
/mac/utilities/communications
wuarchive.wustl.edu(128.252.135.4):/mirrors/info-mac/comm
MUDCaller Runs under MSDOS. Latest version is 1.00. Requires an
Ethernet card, and uses the Clarkson Packet drivers.
Does NOT work with a modem. (If you telnet in MSDOS,
you can probably use this.)
ferkel.ucsb.edu(128.111.72.60):/pub/mud/clients
wuarchive.wustl.edu(129.252.135.4):/pub/MSDOS_UPLOADS
BSXMUD Clients These clients run on various platforms, and allow the
user to be able to see the graphics produced by BSXMUDs.
For more information, contact ve...@watserv.ucr.edu.
For Amiga: requires a modem - amigaclient.lzh
For PC: requires a modem - msclient.lzh AND x00v124.zip
For X11: sources, version 3.2 - bsxclient.tar.Z
For Sun4: binary - client.sparc.tar.Z
Also available are programs to custom-draw your
own graphics for a BSXMUD: - muddraw.tar.Z
lysator.liu.se(130.236.254.1):pub/lpmud/bsx
ftp.math.okstate.edu(139.78.10.6):pub/muds/BSXstuff
A few quick definitions:
Auto-login -- Automatically logs into the game for you.
Hiliting -- Allows boldface or other emphasis to be applied to some
text. Often allowed on particular types of output (e.g. whispers), or
particular users. "Regexp" means that UNIX-style regular expressions
can be used to select text to hilite.
Gag -- Allows some text to be suppressed. The choice of what to
suppress is often similar to hiliting (users or regular expressions).
Macros -- Allows new commands to be defined. How complex a macro
can be varies greatly between clients; check the documentation for
details.
Logging -- Allows output from the MUD to be recorded in a file.
Cyberportals -- Supports special MUD features which can automatically
reconnect you to another MUD server.
Screen Mode -- Supports some sort of screen mode (beyond just scrolling
your output off the top of the screen) on some terminals. The exact
support varies.
Triggers -- Supports events which happen when certain actions on the
MUD occur (e.g. waving when a player enters the room). (This can
nearly always be trivially done on programmable clients, even if it
isn't built in.)
Programmable -- Supports some sort of client-local programming.
Read the documentation.
Some of these clients are more featured than others, and some require
a fair degree of computer literacy. TinyTalk and TinyFugue are
among the easiest to learn; Tcltt is more professional. Caveat Emptor.
Since many MUDders write their own clients, this list can never be
complete. As above, ask around.
"Is there any problem with running a client?"
Not usually. Clients can be large when compiled, especially if they
have lots of nifty features. They don't take up much CPU time at all.
It is recommended that you ask your friendly systems administrator or
other machine-responsible person if it's okay for you to install one
on the system, if only for the reason that someone else might already
have done so, and you might be able to save space by sharing with them.
If there's a no games policy at your site, don't try to sneak by it with
a client -- their activities are easily detectable. Be good.
"Okay, I know a client is that which connects to a server. What is a server?"
...That which is connected to by a client. A server is a program which
accepts connections, receives data, mulls it over, and sends out some
output. In the MUD world, the server keeps track of the database, the
current players, the rules, and sometimes the time (or the 'heartbeat').
Servers are usually very large C programs which maintain a small-to-enormous
database of the objects, rooms, players and miscellany of the MUD.
Because of their size and their constant computational activities, servers
can be extremely CPU-intensive and can even be crippling to any other work
done on that computer. Do not ever run a MUD server on a machine illicitly
or without express permission from the person responsible for the machine.
Many universities and companies have strict policies about that sort of
behavior which you don't want to cross.
Of course, people who don't know any better start up illicit MUDs all the
time. Apart from the possibility of losing all your work and energy to
one press of a sysadmin's finger, there's no harm done to the player.
But we must stress: running a MUD where you shouldn't can get you into
a whole new world of hurt. Don't take the chance, it's not worth it.
-> SEE ALSO: Frequently Asked Questions post #1.
"Are there lots of different kinds of MUD servers?"
There are probably as many MUD server types as there are MUDs. Since
everyone has their own opinions as to what MUDs should be like, and since
the server source can be edited, most MUDs have site-specific fixtures
in them. However, there are a few main protoMUDs (also called 'vanilla
versions' because they haven't been 'flavored' yet). Note that this
list is not complete, and that it may contain errors in fact or
judgement, but is deemed pretty much right as of this writing.
Corrections/additions are welcomed.
There are essentially three groups of muds:
o Combat-oriented MUDs (LP/Diku/etc)
o TinyMUD and its direct descendants
o Miscellaneous
The majority of the muds in the miscellaneous category are not
combat-oriented muds at all, and indeed many take after TinyMUD in most
things. However, as these muds are not a direct derivative of the original
TinyMUD code, I've stuck them in their own category. The authors
listed for each server are very probably not the people currently
working on that code. To find out who's currently in charge of
the code, either ftp the latest version and look for a README
file, or ask around.
Combat-Oriented MUDs
--------------------
MUD The original, by Richard Bartle and Roy Trubshaw, written back
in 1979. Not available any more.
AberMUD One of the first adventure-based MUDs. Players cannot build.
In later versions, I believe, a class system was added, and
wizards can build onto the database. It's named after
the university at which it was written, Aberstywyth.
Latest version is 5.16.4, which is only available via signed
paper licenses, which exclude the author from any liability.
Not too big, and it will run under BSD, SYSV, and AmigaDOS.
Author, contact address, and mailing list address is
iii...@pyr.swan.ac.uk.
NO KNOWN SITE
LPMUD The most popular combat-oriented MUD. Players cannot build.
Be warned, though: LPMUD servers version 3.* themselves are
very generic - all of the universe rules and so forth are
written in a separate module, called the mudlib. Most
LPMUDs running are written to be some sort of combat system,
which is why I've classified them here, but they don't
have to be! Wizards can build onto the database, by means
of an object-oriented C-like internal language called LP-C.
It's named after its primary author, Lars Penj|. Latest
version is 3.1.1. Fairly stable, and size varies from
medium to large.
ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud
lysator.liu.se(130.236.254.1):/pub/lpmud
worf.tamu.edu(128.194.51.189):/pub/lpmud
calvin.nmsu.edu(128.123.35.150):/pub/mud/src
netserv1.its.rpi.edu(128.113.1.5):/pub-write/lpmud
ucbvax.berkeley.edu(128.32.133.1):/pub/games/lpmud
There is a port of 3.1.2 for MSDOS, that requires at least
a '386 to run. It accepts connections from serial ports.
ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud/msdos
There is a port of 3.1.2 for Amigas, called amud. Binaries
and source are available.
ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud/amud
DikuMUD Newer than LPMud, and gaining in popularity. Almost identical
from the players' point of view. Uses a guild system instead
of a straight class system. Different classes get different
tricks specific to that class at various levels. Wizards
can add on to the database, but there is no programming
language, as in LP. It's named after the university at
which it was written.
coyote.cs.wmich.edu(141.218.40.40):/pub/Games/Diku
ucbvax.berkeley.edu(128.32.133.1):/pub/games/dikumud
KMUD Still under development. KMUD is similar to LPMUD in
feel, but only runs on PCs. It does have some on-line
building commands. It accepts connections from serial
ports (requires a FOSSIL driver), and through TCP/IP
telnet protocol. Beta versions (with source code)
are available.
NO KNOWN SITE
1001 Still partially in development. 1001 is similar to
DikuMUD in feel and design, but runs only on PCs.
Multitasking is required, and a '386 is recommended.
It's designed for use primarily with multiline BBS
systems, and supports most BBS software.
Author is Jim Dugger. Latest version is 1.03.
Available on FidoNet 1:3814/2, as well as
ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
YAMA PC mud writing system, using waterloo wattcp. Runs on a
640K PC/XT or better. Runs best with about a 1Mb ram disk,
but is fine without. A seperate windows version (yamaw)
runs under windows and allows you to run a mud on a 286
or higher without taking over the machine.
sunacm.swan.ac.uk(137.44.12.4):/pub/misc/YAMA
TinyMUD-style MUDs
------------------
TinyMUD The first, and archetypical, socially-oriented MUD. It
was inspired by and looks like the old VMS game Monster,
by Rich Skrenta. Players can explore and build, with the
basic @dig, @create, @open, @link, @unlink, @lock commands.
Players cannot teleport, and couldn't use @chown or set
things DARK until later versions. Recycling didn't exist
till the later versions, either. It's called 'Tiny'
because it is - compared to the combat-oriented MUDs.
Original code written by Jim Aspnes. Last known version
is 1.5.5. Not terribly big, and quite stable.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
impaqt.drexel.edu(129.25.10.3):
/pub/files/unix/games/MUD/tinymud
There is a PC port of TinyMUD, along with some extra
code. It accepts connections from serial ports.
NO KNOWN SITE
There is a modified version of TinyMUD called PRISM,
that works for PCs, Atari STs, and most Unixes. It
also comes with a internal BSX client for MSDOS.
lister.cc.ic.ac.uk(129.31.80.167):/pub/prism
TinyMUCK v1.* The first derivative from TinyMUD. Identical to TinyMUD,
except that it added the concept of moveable exits, called
@actions. Also introduced the JUMP_OK flag, which allows
players to use @teleport, and @recycle, which TinyMUD later
added. Its name, MUCK, is derived from MUD, and means
nothing in particular. Original code written by Stephen
White. Latest stable verion is 1.2.c&r, which brought
TinyMUCKv1 up to date with later TinyMUD things. Not
terribly big.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
TinyMUSH The second derivative from TinyMUD. Also identical to TinyMUD,
with the addition of a very primitive script-like language.
Introduced JUMP_OK like TinyMUCK, and has recycling, except
it is called @destroy. Also introduced the concept of
PUPPETs, and other objects that can listen. In later
versions the script language was extended greatly, adding
math functions and many database functions. In the latest
version, 2.0, it's gone to a disk-basing system as well.
Its name, MUSH, stands for Multi-User Shared Hallucination.
Original code written by Larry Foard. The latest non-
disk-based version is PennMUSH1.50, which is quite similar
to 2.0 from the user's point of view. Both the disk-based
version and the non-disk-based version are being developed
at the same time. TinyMUSH is more efficient in some ways
than TinyMUD, but winds up being larger because of programmed
objects. Version 2.0 in general uses less memory but a
great deal more disk space. Quite stable.
primerd.prime.com(129.122.132.150):/pub/games/mud/tinymush
caisr2.caisr.cwru.edu(129.22.24.22):/pub/mush
ferkel.ucsb.edu(128.111.72.60):/pub/mud/mush
[Div Web is a TinyMUCK v2.2, I think. - Thyagi]
TinyMUCK v2.* TinyMUCKv1.* with a programming language added. The language,
MUF (multiple user forth), is only accessible to people with
the MUCKER flag. Changed the rules of the JUMP_OK flag
somewhat, to where it's nice and confusing now. MUF is
very powerful, and can do just about anything a wizard can.
Original version 2.* code written by Lachesis. Latest
version is 2.2, with several varieties (the most common
and arguably the most advanced being 2.2.10.4d).
Newer version with combined goodies from all the varieties
expected out soon. Can be quite large, especially with
many programs. Mostly stable.
ferkel.ucsb.edu(128.111.72.60):/pub/mud/tinymuck
TinyMUSE A derivative of TinyMUSH. Many more script-language
extensions and flags. Reintroduced a class system,
a-la combat-oriented MUDs.
Latest version is 1.4, but it's not very stable.
chezmoto.ai.mit.edu(18.43.0.102):/tinymuse
TinyMAGE The bastard son of TinyMUSH and TinyMUCK. It combines
some of MUSH's concepts (such as puppets, @adesc/@asucc,
several programming functions, and a few flags) with
TinyMUCK2.x. Interesting idea, really busted code.
Latest version is 1.0.3.
ferkel.ucsb.edu(128.111.72.60):/pub/mud/incoming
Miscellaneous
-------------
UberMUD The first MUD where the universe rules are written
totally in the internal programming language, U. The
language is very C/pascal-like. The permissions system
is tricky, and writing up every universe rule (commands
and all) without having big security holes is a pain.
But it's one of the most flexible muds in existance.
Great for writing up neat toys. It's also disk-based.
Original code written by Marcus J Ranum. Latest version
is 1.13. Small in memory, but can eat up disk space.
Quite stable.
decuac.dec.com(192.5.214.1):/pub/mud
ftp.white.toronto.edu(128.100.2.160):/pub/muds/uber
MOO An Object-Oriented MUD. Unfortunately, the first few
versions weren't fully object oriented. Later versions
fixed that problem. There is a C-like internal programming
language, and it can be a bit tricky. Original code
written by Stephen White. Last version is 2.0a.
NO KNOWN SITE
LambdaMOO A derivative of MOO. Added more functionality, many
new features, and a great deal more stability. This is
the only version of MOO that is still being developed.
Latest version is 1.7.0.
parcftp.xerox.com(13.1.64.94):/pub/MOO
TeenyMUD A TinyMUD clone, written from scratch. Its main feature
is that it is disk based. Original code written by
Andrew Molitor. Latest version is 1.3a. Very small,
and mostly stable.
fido.econ.arizona.edu(128.196.196.1):/pub
SMUG Also known as TinyMUD v2.0. It has an internal programming
language, and it does have some inheritance. Surprisingly
similar to MOO in some ways. SMUG stands for Small Multi
User Game. Original code written by Jim Aspnes.
impaqt.drexel.edu(129.25.10.3):/pub/files/unix/games/MUD/smug
ferkel.ucsb.edu(128.111.72.60):/pub/mud/smug
wuarchive.wustl.edu(128.252.135.4):
/pub/archives/comp.sources.games/vol11/tinymud2
UnterMUD A network-oriented MUD. It's disk-based, with a variety
of db layers to choose from. An UnterMUD can connect
directly to other UnterMUDs, and players can carry
stuff with them when they tour the Unterverse. This can
be a bit baffling to a new user, admittedly, but those
people already familiar with the old cyberportals and
how they work (invented way back with the original TinyMUD)
will adjust to the new real cyberportals easily. There
is both a primitive scripting language and much of the
U language from UberMUD built in, as well as a combat
system that can be compiled in if wanted. The parsing
can be a bit odd, especially if you're used to the
TinyMUD-style parser. Unter is also the only MUD that
can run under BSD Unix, SysVr4 Unix, and VMS with MultiNet
networking, with little to no hacking. Original code
written by Marcus J Ranum.
Latest version is 2.1. Small in memory, but can eat up
a lot of disk space.
ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
decuac.dec.com(192.52.214.1):/pub/mud
ferkel.ucsb.edu(128.111.72.60):pub/mud/unter
Note: just because we say something's available doesn't mean we have it.
Please don't ask us; ask around for ftp sites that might have them, or
try looking on ferkel.ucsb.edu (128.111.72.60).
"My [client, server] won't compile! What do I do?"
Your first best bet is to check out the documentation and see if someone
is listed as 'supporting' (i.e. generally responsible for) the program.
If they are, send them a short, well-written e-mail note explaining your
hardware and software completely as well as a transcript of the error.
Do not post to the internet unless all other realistic options have been
considered and taken -- generally speaking, most readers will not be
interested in your dilemma and may get upset that you're wasting their
time. Since MUDs have probably been compiled on every single platform
since the Cyber 3000, there's a good chance that asking around the
subculture will get you the answers you crave. Do not mail me. I
probably won't know.
"What's a cyborg, and should I be one?"
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.
"So I should read the documentation of whatever client I select?"
Yes.
Archive-name: games/mud-faq/part3
Version: $Id: faq.rwho,v 2.10 92/12/26 16:48:51 jds Exp $
FREQUENTLY ASKED QUESTIONS: Basic Information on RWHO and "mudwho"
This is part 3 in a 3 part series of FAQs.
What Is RWHO?
-------------
RWHO stands for 'Remote WHO'. It's a way of getting a WHO list
from a MUD, without even having to connect to that MUD at all. Anyone
can get this output from a RWHO server (an 'mwhod'), by using straight
telnet to connect to a certain port (6889), or by using the client program
'mudwho'. RWHO servers talk to other mwhods, passing information around,
and are talked to directly by some MUDs, receiving information from them.
Any one mwhod keeps track of several MUDs, plus storing information passed
it from other mwhods. Only MUDs that have the RWHO routines compiled in
will be able to send their WHO list info to a mwhod. UnterMUDs have this
capability built in; other MUDs have to have the routines installed first.
The RWHO routines have been installed into TinyMUSH, TinyMUCK, LPMUD,
DikuMUD, and AberMUD, without encountering any difficulty.
How Does It All Work?
---------------------
'mwhod' is the RWHO server that runs on a particular host and
keeps a list of known MUDs. It is initially primed with a list of "trusted"
MUDs and passwords used for authentication, and will accept information
about who is logged into those MUDs. The server also has a notion of
a "peer" server, which can transfer it (occasionally) a copy of all of
its list of who is logged on, and where. The idea is that the whole
MUDding community could probably be served pretty well by about 5 peer
mwhods that kept each other up to date about what each one is seeing.
Communication between mwhods (and server updates sent to mwhods)
is done with UDP datagrams, since they're fast, nonblocking, and
throw-away. (RWHO information is considered to be interesting but not
vital information, if you get my drift). Each MUD server only sends
updates to a single mwhod, which may then propagate that information
to its peers. This is done within the MUD server as follows:
- whenever the server boots, it sends a "hi there" packet to
the mwhod, telling it that it's up and running.
- whenever a player connects, it sends a "so and so is here"
packet to the mwhod, telling it that the user has connected.
- whenever a player disconnects, it sends a "so and so left"
packet to the mwhod, telling it to delete the entry.
- every so often ("so often" being defined as a time agreed
upon by the mwhod's owner, and the MUD's wizard, usually
every 5 minutes or so) the MUD sends a "hi there" packet
and a complete list of everyone that is on, just to refresh
the mwhod's idea of who is logged into that MUD.
If a user connects to a specific port (6889) of a host machine
running an mwhod they are given a formatted dump of the mwhod's current
table of MUDs and players, and then disconnected. "mudwho" is a simple
little program that contacts an mwhod and downloads this information.
Ideally, the functionality of "mudwho" would be built into a player's
client software, for ease of use. Two handy options can be used by
"mudwho", if the netlag to the mwhod server isn't too bad. The options
are "-u <username>", and "-m <mudname>". If received before the timeout,
the mwhod will then only dump WHO list information for the specified
player or MUD.
The mwhod does some clever stuff as far as eventually timing
information about of its tables - for example, if it hears absolutely
nothing from a MUD for a certain amount of time, it will mark the MUD
as down. Player entries are expired similarly. The design is based on
the idea that we'll use UDP to just fling information out and hope it
sticks, and then let the recipient clean it up, rather than to develop
a more complex protocol based on TCPs and timeouts. To prevent a packet
circular send situation, each entry that is sent is given a "generation"
number, which is incremented by one each time it is forwarded along. In
this manner, a MUD server might send a "so and so is here" (generation
zero) to its local mwhod. The local mwhod will eventually send a copy to
any peers it may have (generation one), and so forth. Part of the initial
table that an mwhod uses to establish what peers it trusts contains a
generation value, and it will neither accept nor propagate information
to a specific peer that is of a higher generation value. This way, a
"tree" of servers could theoretically be constructed, with the highest
level one having a total view of a large MudIverse.
Where Can I Get This Stuff?
---------------------------
The client program "mudwho" can be ftp'd from ftp.math.okstate.edu
(139.78.10.6), in pub/muds/clients. The shar file contains both
mudwho.c and a README file, listing a few mwhod sites. The plain "mudwho.c"
file can be found at decuac.dec.com (192.5.214.1).
The RWHO routines can be ftp'd from decuac.dec.com (192.5.214.1),
in pub/mud. Included is a HOW_TO file, which describes how to plug
the routines into a MUD server, and also where to ask for a mwhod to use.
The mwhod program itself can also be found on decuac, but there is
currently little need for another one running in the USA. There is, however,
only one running in Europe, and further expansion may need to be made in
that area.
Where Are Some RWHO Servers?
----------------------------
Currently, all of these servers talk to each other, so what one knows,
the rest will know, with the exception of the mwhod in Germany, which only
talks to the mwhod on moebius.math.okstate.edu (so only moebius has
the RWHO information from Europe currently). At any one time, there's an
average of 20 muds, of various types, talking to mwhods.
Site IP Port Admin
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riemann.math.okstate.edu 139.78.1.15 6889 j...@math.okstate.edu
amber.ecst.csuchico.edu 132.241.1.43 6889 war...@ecst.csuchico.edu
nova.tat.physik
.uni-tuebingen.de 134.2.62.161 6889 game...@taurus.tat.physik
.uni-tuebingen.de
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This posting has been generated as a public service. If you have any
suggestions, questions, additions, comments or criticisms concerning this
posting, contact Moira (j...@math.okstate.edu). Other Frequently Asked
Questions (FAQ) postings contain information dealing with MUDs, MUDding,
clients, servers, and ftp sites. While these items aren't necessary,
they make the game much more playable. I'd also like to thank Marcus J.
Ranum (m...@decuac.dec.com) for writing such a wonderful program (and
decent docs), and everyone else for helpful comments and suggestions. 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
--
Jennifer Smith
j...@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
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End of file. Email me for more information (like an up-to-date list of
MU* addresses. ;>
Thyagi