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  1. #1
    Just Joined!
    Join Date
    Nov 2003

    Anyone know of a good & free MUD I can run...

    ... on my server at school.

    Thanks in advance.

  2. #2

  3. #3
    Just Joined!
    Join Date
    Nov 2003

  4. $spacer_open
  5. #4
    Just Joined!
    Join Date
    Aug 2003
    London, United Kingdom
    Sorry about my ignorance but what does MUD stands for ???

  6. #5
    Multi-User Dungeon
    From Jargon File (4.3.0, 30 APR 2001) :

    MUD /muhd/ n. [acronym, Multi-User Dungeon; alt. Multi-User Dimension]
    1. A class of virtual reality experiments accessible via the Internet.
    These are real-time chat forums with structure; they have multiple
    `locations' like an adventure game, and may include combat, traps,
    puzzles, magic, a simple economic system, and the capability for
    characters to build more structure onto the database that represents the
    existing world. 2. vi. To play a MUD. The acronym MUD is often
    lowercased and/or verbed; thus, one may speak of `going mudding', etc.

    Historically, MUDs (and their more recent progeny with names of MU-
    form) derive from a hack by Richard Bartle and Roy Trubshaw on the
    University of Essex's DEC-10 in the early 1980s; descendants of that
    game still exist today and are sometimes generically called BartleMUDs.
    There is a widespread myth (repeated, unfortunately, by earlier versions
    of this lexicon) that the name MUD was trademarked to the commercial MUD
    run by Bartle on British Telecom (the motto: "You haven't _lived_ 'til
    you've _died_ on MUD!"); however, this is false -- Richard Bartle
    explicitly placed `MUD' in the public domain in 1985. BT was upset at
    this, as they had already printed trademark claims on some maps and
    posters, which were released and created the myth.

    Students on the European academic networks quickly improved on the MUD
    concept, spawning several new MUDs (VAXMUD, AberMUD, LPMUD). Many of
    these had associated bulletin-board systems for social interaction.
    Because these had an image as `research' they often survived
    administrative hostility to BBSs in general. This, together with the
    fact that Usenet feeds were often spotty and difficult to get in the
    U.K., made the MUDs major foci of hackish social interaction there.

    AberMUD and other variants crossed the Atlantic around 1988 and
    quickly gained popularity in the U.S.; they became nuclei for large
    hacker communities with only loose ties to traditional hackerdom (some
    observers see parallels with the growth of Usenet in the early 1980s).
    The second wave of MUDs (TinyMUD and variants) tended to emphasize
    social interaction, puzzles, and cooperative world-building as opposed
    to combat and competition (in writing, these social MUDs are sometimes
    referred to as `MU*', with `MUD' implicitly reserved for the more
    game-oriented ones). By 1991, over 50% of MUD sites were of a third
    major variety, LPMUD, which synthesizes the combat/puzzle aspects of
    AberMUD and older systems with the extensibility of TinyMud. In 1996 the
    cutting edge of the technology is Pavel Curtis's MOO, even more
    extensible using a built-in object-oriented language. The trend toward
    greater programmability and flexibility will doubtless continue.

    The state of the art in MUD design is still moving very rapidly, with
    new simulation designs appearing (seemingly) every month. Around 1991
    there was an unsuccessful movement to deprecate the term MUD itself,
    as newer designs exhibit an exploding variety of names corresponding to
    the different simulation styles being explored. It survived. See also
    bonk/oif, FOD, link-dead, mudhead, talk mode.

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