Re: Player-Based MUDs?
He could probably do that on certain MOOs, and I vaguely recall an LPMud that lets pretty much anyone code/build if they wish.
But that's not what the OP asked for. He asked for a mud with a strong emphasis on player created and run economies and politics. A good place to look for the former might be the muds with extensive crafting systems, as those muds generally build the economy around the player crafting. For the latter, I'd suggest checking out muds with detailed clan/guild systems, as those tend to drive the in-game politics.
Having said that, I imagine it'll take considerable time and effort for a newbie to reach a point where they'll personally have any impact on the economy or politics. It's likely there will already be powerful and well-established guilds monopolising the market.
|