« Roleplaying MUD's »
Text based Multi-User Dungeons & Games
MUD clients and software
MUDConnector has a long list of MUD client's.
Ignoring the ubiquitous and horrible Telnet, here's a few others …
PC:
- Mud Mage
- Wintin?
- Tintin32
- RoA MUD Client
- ZMud Note this software includes a Database of hundreds of MUDS!
UNIX / LINUX:
- KbTin
KBtin is a MUD/MUSH/MOO/telnet client, a heavily extended clone of tintin++. It is not limited to games however, as it can be used to run any line-based program. It uses full screen text mode, with portability preferred over graphical looks.
- KMud
Kmud is a free graphical MUD client for Linux and other Unix platforms running KDE. It is an useful and easy to use program for all people who want a nice graphical interface instead of a simple telnet for playing MUDs. The goal is to be the best MUD client for Linux/Unix. Kmud is published under the GNU General Public License.
- TinTin
- TinyFugue
TinyFugue, aka 'tf', is a flexible, screen-oriented MUD client, for use with any type of MUD. TinyFugue is one of the most popular and powerful mud clients.
MAC:
- Wintin ?
- Mudwalker - looks very nice - and it is free.
Recommended MUD related Sites
- Brandex Basic info about MUDing
Includes a-z list of MUD's
(Down September 2004) - CircleMUD …
[ Documentation Project ]
[ Builders manual ] - FTP.Game.org
Source code etc etc for all the version MUD types (ie Diku, Moo, Aber)
Things here are organized in a heirarchy based on the code base heirarchy.
For example, SMAUG mud code would be found under: /pub/mud/diku/merc/smaug
- Mud Connector
The Yellow Pages of Multi User Dungeons - MUD Lists
Uses frames and crappy design, but it is fairly new and may well improve with time. Worth a glance at least. - The Mud Companion - The Premier Printed MUD Magazine
- MUD Magic
- MUD Snippets
Code etc. one to watch for the future. - Top Mud Sites
- The MUD Journal *SIGH* History
AVATAR MUD
Avatar MUD official homepage
This is a friendly, family orientated mud and I have several hundred hours in here already. After what I consider a good enough run to make a balanced opinion, here's my thoughts:
It is a great MUD spoiled by a few annoyances and the odd draconion 'IMM'. Read on!
If you can get a balanced group you can have hours of fun, but overall the game is heavily unbalanced towards groups and pointedly towards hitters as you advance in levels. Unless you are a Dragon (a class has effectively been removed*) there is little chance of soloing any significant number of levels. There are two reasons for this. Firstly, outside of fixed ranges of about 5 levels you get no experience awarded. Put into perspective, despite a mass of protective spells, healing potions and offensive weapons and spells, mobs 15, even 50+ levels lower can slaughter you as a cleric. IF you win, you get 0 XP because you are too powerful for it, if you lose kiss goodbye to all the worked since you levelled. A tad frustrating, no.
* For instance, to get even the chance of a Dragon you now need to get at least 750 levels (easily over 1,000 hours input). Then you get a percentage chance of succeeding to start all over again at level 2 as a Dragon. If you fail, I believe you have to wait several hundred levels before trying again. If you keeping failing. you conceivably end up back on square one with nothing! Similar rules exist for other races and for the Sorcerer class.
I have heard the IMM's reasons, largely to do with game balance, but it doesn't mean I have to like it or even agree. Given a Human needs 1,000 XP to level and a Dragon 10,000 XP I would have thought that deterrent enough. Remort at Hero, yep that'd be reasonable. But to face 50 canon fodder levels to reach Hero, up to a thousand Hero levels to become a Lord and then 200 Lord levels before you can try for one? And you can still fail… !
Overall, I genuinely like this MUD, but if like me you like at least have the option to explore solo, perhaps it's not for you. Lag in the evening (GMT) is a *major* turn off too, but this is only since moving the server. I can assume this will be ironed out in time. In the end analysis though, I am still mudding with Avatar, though at times I find it frustrating and unplayable to say the least!
Another factor that turned me off is the worshipping element to the game. As a newby at level ten you get a startling message saying you can now worship and are pointed to the help files. They are obscure to say the least and give no indication of the true effects of worshipping, many of which are negative and deliberately hide the cost to stop worshipping! In fairness, you can remain atheist.
"Unworshipping" costs in practice points:
- At level 15 :- around 25
- At level 50 :- around 60
- At level 51 :- around 200
- At level 101 :- in excess of 500
- At Lord level :- Several thousand
Typically you will gain 6 points a level, 2 as a hero. Also bear in mind you *should* be learning new skills during this time and it can take MANY levels before you realise you've made a major mistake. As a Giant Warrior it is effectively impossible to unworship!
I posted a constructive comment to this effect and one of the IMM's deleted it within minutes, if not seconds! Right or wrong, it gave me the feeling one of the IMM's had had a bad experience with some wacko cult (as opposed to real worship of whatever diety) and are taking it out on the players. Either way, it says clearly that the people running the mud couldn't care less about the opinions of the player base.
Overall, this has completely soured an otherwise excellent MUD for me and I don't know if I want to return…
At the end of the day, yep, it's up to the owners how they run it, but if they drive the players away with unpopular changes and rigid attitudes, what's the point ? Shame, I really liked it here…!
Being fair to the administrator, Snikt, if you want to comment to this, I will add your views…
Avatar Links of interest
- Aejase
Avatar equipment search engine. Note: Useful as it is, it does seem to move a LOT! - Shadows of Avatar
Information on Rogue class, skill, groups and equipment.
Note:The constant Angelfire popups really are too annoying! - Duskbringer's Grimoire
- Avatar MUD Information Page
Contains a FAQ to get new players started with Avatar MUD. - Avatar Player Pix
- Avatar Gods - worshipping
For my money, I'll never worship (again) the official guides are totally useless in regard of benefits - and losses associated with worship, yet unworshipping costs a steaming 50-75 training points. Yet another unbalanced facet of the game, I feel. - Sandgroper A very good site, especially for newbies.
Faerun / Rauvyon
September 2004: Note:, this does not relate to the re-opened Rauvyon which I will not be playing on.
Rauvyon
Sadly retired due to costs, this was a true, in your face AD&D MUD based on Core rules, and proper roleplaying. A place you could take the kids.
This means no vulgarities, hitting on folk 'cos they (might) be the opposite gender, no flames etc. Offenders may be locked out of the site. (Addenda that said, it got a reputable. Google and you'll see what I mean!)
Dialog is expected to be fully IC (in character), even "help me requests" of the form "How do I…" (Game mechanics aside)
Visually, like most mud's, it was ascii, but if you have a good imagination it was actually better than all face paint of Everquest & co. I'm biased though 'cos I was raised on a diet of Collossal Cave, Rogue, NetHack and Moria
The mechanics. Saving throws, critical hits, automatic warnings / advice (IC) if you are entering a damage area, skills that actually mean something. For example, it you can't swim, you'll drown, if you can swim - how well? Will you drag your soggy butt to the edge or get dragged under…
The (player) characters are in depth and the battle details can be quite interesting! I'll not copy the text over, but my dwarf (18/33 strength) regularly "decimates" opponents, with body organs descriptively decorating the area…
All very nice and I don't know why I didn't bother sooner. OK, yes I do, the telephone bill racking up per minute. That was before we had broadband mind…
I even wrote a huge help-faq sheet for newcomers that came to this world.
So, how good was this game, compared to others?
Well, bearing in mind that at the time in this stupid country, like other parts of Europe, you were charged By the Minute to use the Internet - I had over 1,300 hours logged with my Dwarf (Malachim) alone!
Read all about the Dwarf Malachim for a good insight to the addictiveness of this MUD.
NOTE
Due to legal reasons to do with TSR's new owners getting uppity, Faerun is was reset in a new world called Rauvyon. The game was the same, just a different setting.
That was then, this is now, at the saying goes. Sadly, Faerun is more more but I live in hope of it resurrecting in some form or finding it's equal….
Having said all the good points, the attitude of some of the Immortals drove a large number of players away.
August 2003
And I have in the form of Arantha !
If you are one of the lucky ones that remember old faerun and it's greatest heroes - Gando, Exaar, Tyante, Alper, Zheff, Landar, Tem, Endrd, Rachel etc al, they can all be found gravitating or even building the mud. Needless to say I'm there too, currently helping with the alpha testing. DM'ing too, now!
This is THE one…
The Rest
- The Lost Realms - well regarded MUD
- Thresh RPG
Can't remember trying this, but it's RP based and sounds great. However, it on first sight it really isn't newby friendly and (which is reasonable I guess) after a trial run of about 3 months you must pay to stay on the mud. - Rubies of Eventide
Graphically enhanced MUD. Looks nice, but at $15 a month it better be !
Redirects to a new website (was rubiesofeventide.com) but of adverts. Damn, that's ugly! - Achaea MUD




