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Issue #4 -- August 2002 -- 36 Pages

[Click on article titles to see a summary]

Contents


COLUMNS


Mire Consequences


  • 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.



  • By Ryan Boileau

    How to improve the help system on your MUD.


Architects Advice


  • 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.


Newbie Zone


  • 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.



  • 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.



  • 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.


In Character


  • 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.



  • 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...



  • 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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