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Issue #4 -- August 2002 -- 36 Pages
[Click on article titles to see a summary]
Contents
COLUMNS
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By Alastair
Too often, we hear accounts from young administrators about losing their work
because of the actions of a disgruntled formed staff member. This is not a
fatality: a dozen very simple security measures can help prevent the worst.
This article presents these simple measures, and is intended for administrators
starting a new MUD or taking over an existing one.
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By Ryan Boileau
How to improve the help system on your MUD.
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By Michelle Thompson
The first article in the story of the Tuatha De Danaan covered the general
history of the Tuatha, the main characters, and three main areas (Tir Nan Og,
Eire, and the Sidh). This installment of their story covers the waterways, two
optional areas: Tir fo Thuinn, and a faerie palace in Tir Nan Og, and general
creatures and NPCs for stocking the areas.
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By Nelson Manning
Welcome to the world of MUDing. In this land of whimsical fantasy you may get
lost if you are new. We are hoping to shed a little light on this world so that
you may enjoy the whole experience without getting lost. I am going to break
this down into some simple categories which will build on each other.
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By Tim Hong
Equipping Yourself For Survival
At least on the MUD I have the privilege of administering to, one of the
primary driving factors for the players is the improvement of one’s charactr
through the acquisition and use of equipment. In this issue, we'll cover the
basics of equipping a character, whether it's for leveling with the best results
or decking it out in your very finest equipment.
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By Eric L. Rhea
This article is divided into two parts, first is an overview of some of the
core characteristics known to MUDs, most of which were gleaned from the
Mud Connector and from the list of growing questions at Enkanica, and the
second part is the list of questions themselves, to help unravel the
development process and articulate exactly what it is you, as a MUD
enthusiast are either looking for and are looking to build. If you are
looking to build a MUD are need some help flushing out the particulars,
than this might be just what the doctor ordered.
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By J.L. Brewer
In RP, often the first impression other players will get of you can be judged
on the quality of your very first pose. A bad entrance pose may result in your
being dismissed as a newbie and generally ignored. Learn about some common
pitfalls...and what you can do to avoid them.
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By MiRSCH
Here we are again; a new season, a new article. Last issue, I wrote about how
description can be used to enhance the roleplay (and the larger MUD) experience
as a whole. The topic was meant as a stepping-off point for a fledgling column
and now, with that covered, we can move on to more roleplay-specific
discussions...
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By Benjamin Yoskovitz
Many MUDs that support, require, enforce or generally demand roleplaying also
include elements of hunting for experience (or to improve skills, etc.). While
not every one of them does, a great number of them do – offering a “balance” as it were between roleplaying and
the old hack n slash beginnings of many MUDs. This can work quite well for a
MUD, offering a bit of everything to attract different types of players. New
players seeking out enjoyable, intense roleplaying but also wanting to get
started quickly, often find a MUD that offers roleplaying and hunting easier
as well. First timers often find hunting a good way to get a handle on the
commands of a new MUD, the lay of the land and so on. Although any truly
roleplaying-intense environment should not focus on hunting, there are tangible
benefits to having elements of hunting within such a MUD.
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