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This is a discussion on "From MUDs to MUSHes: FAQs, etc for the players" in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by Nymeria (To Delerak): Ignored. Originally Posted by misao (To Delerak): Eh, I hate ignoring people, but really, after reading all the unprovoked attacks that he seems to so greatly favour, I think the advice someone gave me to ignore Delerak was pretty sound. I have done the same. That was my suggestion, though I think at least one other person offered the same advice. I think you will both find that these forums are significantly more pleasant, interesting, and intellectually worthwhile with Delerak ignored.... |
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#31 | |
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Legend
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 1,019
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I think you will both find that these forums are significantly more pleasant, interesting, and intellectually worthwhile with Delerak ignored. |
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#32 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Some muds also take punctuation and smileys from the say text and use it to replace 'say' with things like 'ask', 'state', 'smile', etc. Yell and shout are commonly available commands that work much like say, except with longer range. Quote:
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Some muds have variations of emote that allow you to freely display a message as long as it contains your name - or else they append your name in brackets at the end. Some emote commands can also be targeted, so that the grammar is rearranged to display appropriate messages to the user, their target, and others in the room. Some RPIs have fairly complex emote commands that allow you to reference multiple things at once. |
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#33 | |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Players can set a "nospoof" flag on themselves which will append the name of the originating player or object to any message, for those who are concerned about unattributed emits. |
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#34 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Diku muds (and most other muds) also have socials, which are predefined emotes (grin, laugh, clap, dance, etc) that can optionally be targeted. The use of socials instead of emotes tends to be frowned upon in some of the more RP-oriented muds. Some muds also allow socials and speech to be combined in some way or another, so that you can (for example) grin and talk in a single message. The Diku equivalents would be "tell <name> <message>" and "whisper <name> <message>" respectively. |
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#35 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Code:
Emoting (Communication)
Emoting is a vital form of communication used in role-playing on Armageddon MUD. These commands are used for expressing oneself visually, as opposed to verbally. They allow you to type in an action, and everyone else in the same room or area as your character will see your character's short description followed by what you typed. This is most often used to express feelings, gestures, and creating images.
There are four different types of emotes that you can do in Armageddon.
Emote/Pemote (Emote/Possessive Emote):
This is the standard emote commands that shows to everyone in the room with you. The 'P' in pemote stands for possessive emote, and adds an apostrophe followed by an s ('s) after your short description.
HEmote/PHEmote (Hidden Emote/Possessive Hidden Emote):
This type of emote should only be used for small gestures that would only be noticed by those who are watchful. The possessive version should be used in the same fashion, and formats the same as pemote.
SEmote/PSEmote (Silent Emote/Possesive Silent Emote):
Use this emote to indicate that your emote does not make any sound. It will only be shown to those who can see you, so it can be safely used while hidden or invisible. The possessive version of this command follows the same usage and pattern as other possesive emotes.
Command Emotes:
Many commands allow you to use a special syntax to include an emote before or after the normal output for the command. See 'help command emotes' for more details.
All emote commands support a small language which allows you to refer more effectively to other characters and objects around you. Precede any character's keyword with a tilde (~) to insert that character's sdesc in your emote.
Precede a character's keyword with a % to insert the possessive form of that character's short description into your emote.
Likewise, precede a keyword with a !, ^, or # to substitute the gendered objective (him/her), possessive (his/her) pronouns, and the nomitive pronoun (he/she) respectively. In tabular form:
Symbol Reference Target Sees
------ --------- -----------
~ (sdesc) you
! him/her you
% (sdesc)'s your
^ his/her your
# he/she you
& himself/herself yourself
= (sdesc)'s yours
+ his/hers yours
The best way to learn how to use emote is to watch other people, and to experiment with emote when no other PCs are around (use NPCs as your models). See help emote examples", for some examples that can be of use.
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Command Emotes (General)
Several commands allow you to provide an additional emote to the output of the command.
Syntax:
<command> (pre-emote) <arguments> [post-emote]
Example:
> sit -nodding with dwarf (his eyes glancing towards ~elf)
Nodding, you sit at a long table, his eyes glancing towards the elf.
Both the pre-emote and post-emote are optional.
Multiple options exist for specifying a command emote. A one-word
emote, like "nodding", can be specified with a preceding dash, like
-nodding. More complex emotes can be enclosed in parantheses (),
square brackets [], or asterisks **.
You can specify command emotes anywhere in the arguments to a command.
If you include parenthesis () and square brackets in the same command,
the parenthesis will always be considered pre-emote and square brackets
the post-emote, regardless of where they appear in the arguments.
Examples:
> say -gruffly Got any spice?
Gruffly, you ask, in sirihish, 'Got any spice?"
> say [in a low voice] You got any spice?
In a low voice, you ask, in sirihish: 'You got any spice?'
> north *limping heavily*
> look elf (with contempt)
With contempt, you look at the elf.
> look elf [with contempt]
You look at the elf, with contempt.
> look elf with contempt
You look at the elf.
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#36 |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 108
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Re: From MUDs to MUSHes: FAQs, etc for the players
Have you ever played D&D or some other pen and paper RPG? If so, did you just sit at a table at home with your rulebooks hoping some friends would drop by for some roleplaying, or did you arrange when and where to meet them in advance? How is this different from players on a MUSH using OOC communication to arrange where and when to roleplay a scene?
Last edited by Orrin : 09-28-2009 at 09:20 PM. Reason: typo |
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#37 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I never called my buddy and told him the entire life history of my characters I was currently playing or anything like that. When we got together they could glean what they wanted from the character that I was playing. D&D is also more of a social event. It's not exactly a game with mechanics that can police itself. You have a dungeonmaster that polices roleplay on the spot. |
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#38 |
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Member
Join Date: Sep 2007
Location: Europe
Home MUD: Primordiax
Home MUD: Threshold
Posts: 178
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Re: From MUDs to MUSHes: FAQs, etc for the players
Delerak may be blunt, and sometime downright obnoxious, but he does give the impression (sometimes) he knows what he is talking about and can often keep a thread going with some interesting points. I agree totally with his points made in this thread for example.
Deciding ahead of time what you want to do in a roleplaying session (and I dont mean what time are you meetings etc), and then doing it is stage-acting. Throwing yourself into a character, and responding to events as they happen in-character is roleplaying. To ignore someone as they have a contrasting viewpoint is ridiculous, to ignore someone as everyone advises you to is just being a sheep. Forums are about open discussion, it appears topmudsites no longer supports this. If you ignore someone who contributes (frequently I might add) to a discussion... then that discussion becomes useless and will soon die in a collective patting on the back and how great it is we all agree.. and threads will soon become nothing more than statements with loads of invisible replies / counter arguments / discussion you will never see. Top Mud Sites has always been about interesting and mature discussion with some SERIOUS heat and opposing standpoints, which is why I still follow it after not being a mudder for quite some time.. now I see it has degenerated into something different. Delerak may have left me fuming and eager to post in defense / attack to something he has said, but people who ignore someone and then tell everyone about it like its a good thing leave a bad taste in my mouth, especially when they have just disagreed (albeit bluntly) with something you have said. |
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#39 | ||||
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Member
Join Date: Jul 2008
Name: Matt
Posts: 108
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#40 | |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I would not ignore someone with a contrasting viewpoint who was expressing it a bit more politely. Someone who constantly puts off my viewpoint as worthless or wrong I don't see a need to have a discussion with when it is turning an otherwise interesting and enjoyable discussing into something less pleasant. |
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#41 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I've played Mind's Eye Theatre LARP games that worked much like that, where you could sometimes play an entire evening without needing a referee (unless you were heavily involved in a major plotline). The roleplaying was more like improvised acting, and focused much more on interaction between the players. But in my experience, tabletop RPGs are a different style of game entirely, with the GM telling the story as the players progress. The roleplaying I've encountered in such games is more like interactive storytelling, with the players each playing the role of one of the major characters in the story, and the GM creating the plots, setting the scenes and playing the NPCs. The problem with tabletop games is that you really need a GM to do anything, and that's difficult to organise online unless you're a group of friends who arrange to meet up at specific times (and even then, you can't just play whenever you like). Many muds try to reduce this problem by automating as many of the GM's tasks as possible - in some cases, the mud itself becomes the GM, creating adventures and controlling the NPCs. But it was my understanding that the MUSH-style muds usually take an approach more like the LARP games, focusing primarily on player interaction and therefore reducing the need for GMs, so that the players could play without a specific GM (or even without any GM at all). I realise not all MUSHes work like this, but I'm talking in very general terms. Have I misunderstood the way MUSHes are usually run? |
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#42 | |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 108
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Re: From MUDs to MUSHes: FAQs, etc for the players
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My point to Delerak was that in a MUSH you don't necessarily have coded mechanics for every occasion so outcomes have to be determined by other means, whether through collaboration between players or via a GM or referee and this is almost impossible without some kind of OOC communication. It is roleplaying in the tabletop tradition; essentially social and collaborative where players work together for the enjoyment of all. |
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#43 | |
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Member
Join Date: Sep 2007
Location: Europe
Home MUD: Primordiax
Home MUD: Threshold
Posts: 178
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Re: From MUDs to MUSHes: FAQs, etc for the players
Quote:
If you had not ignoreed him, alsmost immediatly after he clairified quite clearly <quote>Everybody has their opinion on what roleplaying is. Fine. But it's fairly safe to say that there is no debate on what metagaming is inside a roleplaying game. </quote> Which is the point he was trying to make. Never at any point did he dismiss what you said as worthless. Effectivly what you are saying is that everything you say is valid, and anyone who disagrees is wrong and worthless.. so much so they are ignored. MY OPINION, and my decision on what a role playing game is, is that we are given a stage, props, and maybe a catalyst in the form of an event and then we roleplay how our characters deal with that situation. Whether this be table top gaming, MUD's or MUSH's or whatever. In table top gaming we are given a module and a path for a story, but a good DM (or is it GM now) lets the players find their own way.. so really the outcome is not decided you are just given guide on how it should. If you take this one step further and decide who will do what, in what order, or even play out a known situation in which you know the full outcome, you are acting in a piece of fiction and taking a 'role' in a play.. yes,, its role playing but similar to how acting can be called role playing... but not how I see a role playing game where I make it up as I go along with no conception of the ending or where the story can go. Summary of my opinion - Where everything but the players actions and responses are undetermined... this to me is a role playing game regardless of the engine behind it (mud, mush, muck, tabletop). A game where "players" (not NPC's) actions are predetermined.. this is playing a role... is it a game? I dunno? Both roleplaying... obsolutly. And this is the point I think Delerak was trying to make, (though he has no issue speaking for himself... and I still dont like him) ..albeit in a sarcastic manner. If you start a thread, please have the decency to listen to everyones opinion. This discussion only started to get unpleasant when you made it so Nymeria with your dismissals and ignoring. Up until then this was all good. |
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#44 |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
I found it got unpleasant with Delerak's responses. Hence, I decided I did not want to deal with them any longer.
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#45 | |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#46 | |||
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Member
Join Date: Sep 2009
Posts: 60
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#47 | |
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Member
Join Date: Sep 2007
Location: Europe
Home MUD: Primordiax
Home MUD: Threshold
Posts: 178
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Re: From MUDs to MUSHes: FAQs, etc for the players
Quote:
You are quite correct in your assumption, I have not played a MUSH, I prefer to keep my 'game' in RPG and want a system of improvment in place that is not purely 'real life' personal. But one thing I like to do is switch off the OOC and play out everything IC. When someone wants to discuss the scenario OOC, it annoys me. Unless of course it is after the event. The majority of the posters here indicate this does happen a lot in MUSH's. If by basic framework, you mean what I have already quoted.. place, event, props.. that fair enough.. however if the framework includes how a character will respond to a certain thing.. then no. I however was just responding to some of the situation quoted in this very thread.. where some one indicated they "act out scenarios"'. I have been in mud's where some people plan what will approximatly transpire between the characters on OOC channels, and then 'slip on their costume' and do it.. and I cannot see the fun in this at all. My bugbear here is I just do not see the point in ignoring someone, no matter how annoying. It was not Delerak who steered this thread away from its original topic, a simple re-read will see that this is where the conversation had steered towards. There are a million ways to constructivly deal with an issue in a debate.. slamming the door in someones face / gaggin them is not one of them, especially when some people respond properly to that partricualr person, and you only get half a conversation. Last edited by MudMann : 09-29-2009 at 12:13 PM. Reason: Minor edits to the first paragraph as I made no sense |
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#48 |
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Member
Join Date: Sep 2009
Posts: 60
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Re: From MUDs to MUSHes: FAQs, etc for the players
If someone cannot constructively deal with an issue without sending personal insults at me and constantly bringing up off-topic stuff to bicker about, I -will- gag them. 'Debates' have rules, and one of them is no personal/childish ad hominem attacks. He is in no way 'debating'. Ignoring is my right as a forum user, and frankly I see no reason why I shouldn't use it as I see fit. As you can see, disagreements are not the issue -- I'm still responding to you.
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#49 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: From MUDs to MUSHes: FAQs, etc for the players
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#50 | |
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
Looking back over this thread, the main problem seems to be that Nymeria appears to be either ignorant of MUDs or deliberately relying on generalizations about H&S MUD in formulating the differences between RP on MUDs and MUSHes. I've seen good and bad examples on both (though personally I've never witnessed good examples on MUSHes, I have been shown logs which were good). Delerak's comments, as MudMann said, were a bit blunt but the beginning of any petty and rude behavior was in Nymeria's post.
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Just something to think about, Jason |
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#51 |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: From MUDs to MUSHes: FAQs, etc for the players
Those educated, well thought out words of wisdom solidify my point. Good work.
Another grand reason for people to put you on ignore. To keep from this thread being railroaded (which is normal for you) for those interested I've posted a full reply to his attack here:RPI, RPE, and Roleplay |
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#52 | |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I tried for a good long while, as I see it, to discuss things with Delerak, even though my very first encounter with him on this forum basically amounted to him telling me I was wrong to run my game as MUSH and not a MUD because it didn't do the setting any justice. That was in an ad post and not a discussion, and I found it extremely rude. In these two latest threads, he has kept making absolute statements, such as "If you're coordinating it, you're acting not roleplaying", and throwing around insults such as "MUSHers really know how to metagame". So, no, I didn't start the rudeness. |
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#53 | |||
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I also don't know that Delerak was making an absolute statement that all MUSHers metagame but rather that the example given by misao appeared to be metagaming. Quote:
Either way, it would probably be a good idea to try and get the discussion back on track by posting some of your work thus far on the FAQ. With any luck, further discussion will focus on that from here on out. What form do you intend to do it in? Will it be categorized (code differences, IC/OOC, etc.) or just in the form of a bunch of questions? Jason |
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#54 | ||||
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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I think code differences probably should be handled by someone who actually knows more about the backend, whereas my own interest are more towards the social/cultural side. |
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#55 | |||
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Senior Member
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Re: From MUDs to MUSHes: FAQs, etc for the players
No doubt, but acting on a perception sometimes is creates a self-fulfilling effect.
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#56 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: From MUDs to MUSHes: FAQs, etc for the players
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As for MUSH/MUD differences. They are many, but the difficulty is in finding an expert in two relatively globally enjoyable games that are more generic. One MUSH and one MUD. And then exploring the differences that way. Otherwise you begin an argument over the differences between two MUSHes and two MUDs in the middle of the evaluation. |
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#57 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: From MUDs to MUSHes: FAQs, etc for the players
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MUSH is a codebase derived from TinyMUD. Any mud derived from MUSH is a MUSH (as well as a TinyMUD). Likewise, any mud derived from MOO is a MOO, any mud derived from ROM is a ROM, any mud derived from SMAUG is a SMAUG, and so on. Or is that not what you meant? |
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#58 | |
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Member
Join Date: Apr 2008
Posts: 65
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Re: From MUDs to MUSHes: FAQs, etc for the players
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![]() For example, my understanding (which could be all wrong) is that players on non-MUSH codebases generally don't have many options for coding things unless they get promoted to that sort of access? Whereas on a MUSH, anyone can do things in softcode, though there are limits to what players without the Royal or Wizard flags can do. On the other hand, on a MUSH you frequently have game admin who don't know anything about modifying the actual server code. |
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#59 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: From MUDs to MUSHes: FAQs, etc for the players
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Many of the more modern DikuMUDs also have their own scripting languages, which provide enough functionality to perform a fair amount of content customisation. Some of the more modern codebases also offer embedded languages (for example NakedMUD), while others are written entirely in interpreted languages and can be modified on the fly. |
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#60 |
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New Member
Join Date: Oct 2009
Posts: 3
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Re: From MUDs to MUSHes: FAQs, etc for the players
Hello All,
I was really excited to see that someone was going to give a non-newbie Mudder (but clueless none-the-less) a place to learn about other RP options out there. So I log on and start looking for the FAQ's. Instead I was told that most discussions are blocked unless you register. So I did, taking about another five minutes of my lunch break. Then i finally get here only to find sniping about discourtesy and no real help about definitions and distinctions between MUD and MUSHes. I might be able to find it if I scroll down through all the harping back and forth in posts but frankly my lunch hour is half over and it no longer seems important enough to look up. I am sure that your conflict needs resolved to your satisfaction, however could you do it NOT in the section that is supposed to be giving out information. Because bluntly this was a monumental waste of my time and any other person's who came looking for some answers and insight. I feel the need to apologize to any other person searching for information on this topic that has to read MY sniping. But maybe it will save you time and hassle and you can look somewhere else for actual FAQ's. Veela |
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