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Old 05-09-2006, 12:08 PM   #1
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After a longer break I find myself feeling the builder's itch again, and I am wondering if there are any quality muds out there that could use an extra pair of hands.

I'm a 25 year old graduate student, with a little over a decade's experience in mudding, and about 8 collective years of experience with imm-work. I am currently a staff member on The Builder's Academy (TBA), where we teach those who wish to learn the basics of building and scripting. However, as much as I enjoy being both teacher and student in a non-stress environment like TBA, I miss watching my creations come into play.

Experience-wise, I am most familiar with standard Circle, OLC and dg-scripts, but I'm confident that I can learn most systems. I am not a coder, nor do I have any great technical finesse in general.

On a more personal level, I am devoted, imaginative and passionate about what I build. I have a decent number of hours per week to offer, as electronic doodling is my favourite time-stealer while being busy ignoring my thesis. I am loyal, trustworthy and, as long as you can handle an honest opinion, able to work under the leadership of others, or lead myself if necessary.

I am looking for:

*A high fantasy or medieval fantasy mud. I prefer my science fiction fix in novel-form .

*A mud where the minimum age of the staff is 18 or higher. This one is non-negotiable: while I have all the respect in the world for teens with a dream of the perfect mud, I am looking for a mud with a mature staff that I can reasonably expect to make mature decisions.

*A mud that has had an active staff for at least 2 years. I don't really care whether or not the mud is open or closed to the public at the moment, but I would like to be sure that this isn't some dream project that will go under in 6 months, and take my work with it.

*A mud where roleplay is, as a minimum, encouraged, and preferably enforced. My areas tend to cater to detail, and I have never been much of a number cruncher. I don't mind hack n' slash, I would just prefer a pbase and staff vision that contains more.

I can be reached at, if you have any questions. If you wish to see samples of what I have built, feel free to log on to TBA ( 9091) and ask to see Elorien's areas (407, 440, 441, 442, 443 and 98), or send a mail and I will provide the descriptions.

Waiting in anticipation,
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Old 05-10-2006, 10:15 AM   #2
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I'm a staff member of Avendar: the Crucible of Legends, and will recommend it to you. Avendar meets the criteria you posted, with the exception of an age restriction for staffers. Though we don't have such a policy, and had an unusually mature 16-year-old staffer years ago, all our current 10+ staffers are 18 or over, with the majority being post-University professionals. I'd guess the average age is 26-27.

A topic you will probably want to know about when approaching a new MUD with the goal of becoming a builder is what kind of building tools the MUD has. The building tools in Avendar have had extensive development, with a highly modified OLC and a vastly expanded mob/obj/room prog/script system. The progging/scripting system allows much creativity and interactivity (for example, I'm currently building an area which has a prog-generated sub-area for "battle training", with a randomized layout templates and randomized desc/mob/obj themes).

We require our staff members (including builders) to show some dedication to the game and demonstrate their RP ability; they must also be familiar with the spirit of the game and the players' perspective; thus, you'd need to play a character to level 51 (hero) before submitting a formal application to the staff.
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Old 05-10-2006, 01:20 PM   #3
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As Dovolente mentioned, w/ thier MUD, I know we're always looking for good builders on AU, but we recruit exclusivly from our player-base.
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Old 05-10-2006, 01:26 PM   #4
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Ditto on playing as a prereq here.

Actually, I'd be wary of a game that fit your criteria (well-established, large mature staff, etc.) that accepted builders that haven't played their game much. As an experienced builder, you probably appreciate the difference between making a standalone area vs. making part of a world, and it's hard to do the latter without some legwork as a player.
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Old 05-10-2006, 03:30 PM   #5
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Not to be a 'me too', but yeah, all games I can think of offhand that fit your criteria require you to play their game for X amount of time first.
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Old 05-10-2006, 09:04 PM   #6
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Thanks for the replies, I appreciate the input.

While I certainly agree that it usually is the best solution to hire "in house", I also think that there are times when it makes sense to look beyond the boundaries of a game.

Naturally, any quality building requires getting to know the context, history and atmosphere of a certain mud, and I wouldn't dream of building anything myself without taking the time to get to know each of those.
That said, I do think there are advantages to be found in being outside the social community of a mud. Your objectivity is unparalleled (at least for a while), and you are without the social stigmas that comes with being a long-time member of a specific social group. Additionally, certain communities tend to think in certain ways. In best Foucault style, there are things that can be said, and things that cannot. Patterns of communication adapt to norm, which tends both limit creativity in problem solving and enforce a certain silent (and often near invisible) stagnation.

It also definitely invites its share of problems, of course. It is difficult to ascertain the quality of an individual that you haven't had a chance to observe over a longer period of time, and there is much to be said about simple chemistry between staff members.

The first can be solved by perusing past work and checking references. In my case, I have built 6 areas for fun on TBA, which are available for inspection. The Imp there, and on other places I have worked, are available for references.  The second, alas, can only be determined by trial and error.

I do understand the policy though, and would probably have one similar if I was in charge of the hiring of new builders on a mud.

Vamos a ver - hopefully I will get lucky and find someone willing to take a chance on me.
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Old 05-10-2006, 09:05 PM   #7
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I think they are all pretty accurate in their assessments. The best thing would be to either start playing a game you might want to build for, or drop the 2 year requirement.

For example, Persistent Realms first game Ilyrias, meets all of your requirements, except for the 2 years one. We're still in development, so will accept anyone that has good writing skills, is 18 or older, and seems to be someone that can dedicate some time to the project.
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