Tagged: Merc

Cosrin: A New Dawn

Today I tried out another roleplaying enforced, fantasy themed MUD, much like the MUD I wrote about yesterday.  I made Greri, a human fighter on Cosrin: A New Dawn.   Character creation was short and simple on this MUD, which is something I usually prefer.  The faster I can jump in and start playing, the better.

I opted to go through the new player training on this MUD, as I usually do when trying out a new MUD, and boy am I ever glad I did.  Most of the MUDs I play are based on derivatives of the Diku codebase, and have similar commands.  This MUD uses a custom codebase, and things didn’t exactly work the way I expected them to.  This was a bit off-putting at first, but by the time I finished the  tutorial areas, I actually began to like some of the differences, such as actually having to type to advance on my opponent before attacking with a melee weapon, and entering an attack command every round, instead of having combat be pretty much automatic like on many diku style MUDs.  You can also mix two items to create new items, which is a neat feature.

The hardest thing to get used to was having to hold items in my hands before I could use or wear them, instead of being able to use them directly out of my inventory like I am used to.  I am still undecided as to whether this adds depth to the game, or is just annoying.  It is something I can see being a big barrier to less MUD savvy players.

This MUD is also pay to play if you want to advance past level 30.  I don’t have an opinion one way or the other about pay to play MUDs, but I will rarely try one that isn’t at least playable for non paying players.

All in all, I had a good time on this MUD today, and will probably log back in sometime soon.


Shattered Kingdoms

La bildo estas kopiita de wikipedia:es. La ori...

Today I started a new character, a human paladin called Airag on a MUD called Shattered Kingdoms.  Shattered Kingdoms is a fantasy themed MUD with enforced roleplaying.  I have spent about three hours in game so far, and most of my time has been spent reading help files, which is pretty typical for me when I play a MUD.  I find that I can learn allot more about a MUD by reading it’s helpfiles than I usually learn in a mudschool.  My impressions of Shattered Kingdoms are positive thus far.

Character creation started out in a fairly typical manor, with choosing a race and class, but once this was done, I was walked through a series of questions, were I was presented with a scenario, and given two actions to choose from.  These choices, as far as I can tell, affected my starting attributes.  After character creation, I was asked to choose a starting city.  After consulting the helpfiles on their website, I choose to start in the kingdom of Taslamar, because it seemed a good fit for a good aligned paladin.

I was then placed in what could be called a mudschool, but it wasn’t the typical mudschool that walks you step by step through a series of tutorials on basic MUD commands.  Rather, it was a building full of rooms with trainers for various classes, shops, and sparring areas, which I was free to navigate as I saw fit.  I was quickly greeted by another player, who I believe to be a newbie helper, who was helpful and friendly.  He answered all of my OOC questions, gave me some equipment, and helped me with training.  I have trained up to level three so far, and I look forward to logging back on to continue my training.

Sword & Pen Changes Name

Sword & Pen MUD now has a new name, a new website, and a new codebase. I have decided to branch Sword & Pen MUD off, with a stand-alone website. This frees me to write about a wider variety of subjects here on Sword & Pen blog. The new MUD, called Undeath MUD, is built on the Dawn of Time codebase. The website can be found at sites.google.com/site/undeathrpg/home.  To play, log on to

Undeath MUD is a roleplay enforced MUD with a dark fantasy theme.  At the moment, it is still using stock areas, but I plan on replacing all of them.  The story will revolve around a world racked by war, and a terrible curse, causing the once mighty civilization of Tullin to be overrun with demons and the walking dead.  Now, boats of refugees have fled east, to the wild and untamed wilderness on the great western isle of Evendye, to try to rebuild, and make a home for themselves here in this harsh and beautiful land, all while the threat of the death plagues and demon swarms yet looms, just over the sea.

I will probably be redoing the class and race selections available for starting players, and use a tiered class system, with 5 remort tiers, each unlocking more classes and races.  I need to figure out the quest system in this codebase, and see if I can build quests using the OLC.  I would like to make this a quest heavy MUD, as well as a MUD that uses lots of mudprogs.

Sword & Pen MUD is Moving

English: Sword of Caliph Umar, with later hilt

English: Sword of Caliph Umar, with later hilt (Photo credit: Wikipedia)

As you may know, sword and pen mud hasn’t been very accessible lately.  I posted a notice on Top MUD Sites describing the problems.  I haven’t had much time to mess with the MUD lately, because I have been busy working on some freelance web design work that has fortunately come my way lately.  However, I did manage to get a copy of CoffeeMUD up and running on my VPS.  I will soon be moving Sword & Pen MUD to this new host.  This will provide a faster and more stable connection than is currently possible with our current host, which is just a copy of the MUD running on my friend’s server at his house.  While I am very grateful he provided me the use of his hardware, and internet connection, the time has come to move to a bit more reliable set-up.

With this move, changes will be coming to Sword & Pen MUD.  These changes will take me some time to implement, so it may be a little longer than I would like before Sword & Pen MUD is fully back online, but I can assure you, it will be well worth the wait.  First,  Sword & Pen MUD has been upgraded to a newer, more stable version of the CoffeeMUD codebase.  Also, you will find that the stock world is now gone, and I am currently building new areas to replace it.   As previously discussed on this blog, nights will no longer cause room darkness, and players will no longer be affected by hunger and thirst.  Food and drink will now exist only for roleplaying purposes, and as  healing items.  I am also enabling the player introduction system in order to encourage roleplaying.  Players will now have to introduce themselves to each other by name before they can see each others names.

Sword & Pen MUD is really more of an experiment in building and running a MUD, rather than a serious MUD right now, but I hope this project will continue to grow and evolve into something myself and others can enjoy, and something we can all be proud of.   If you have any additional tips or ideas that can help me out, share your thoughts in a comment!

Work Continues On Sword & Pen MUD

Sword Full

Sword Full (Photo credit: Wikipedia)

I have been testing out the new Sword & Pen MUD for the past few days, and I have been finding more and more area links that are broken.  I think this may have been caused by importing areas over top of existing areas, so today, I removed all the stock areas, and re-imported them.  Hopefully this should fix the problem, although I will have to do some more testing.

If you are playing Sword & Pen MUD, and find any more bugs like this, please report them using the in-game BUG command.  That will help me out a lot.  Also don’t forget the TYPO and IDEA commands.  You can get more information on these commands from the in-game help system.  Just type HELP at the prompt.

I am going to be taking test character from level 1 to 91, and visiting as many areas as I can to look for more bugs, and get ideas for my own areas and quests.  I already have some cool new features in mind.  I have also added a new page to this blog, to make information about the MUD easier to find.  If their is anything you think should be included on the MUD page, please let me know in a comment.  I won’t be putting vote buttons on that page until I get a little more original content up on the MUD.

Sword & Pen MUD Launches This Week

Swords from the Tenth to the Thirteenth Centuries

Swords from the Tenth to the Thirteenth Centuries (Photo credit: One lucky guy)

Today I am pleased to announce the official launch of the Sword & Pen MUD.  This MUD is based on the coffeeMUD codebase, and features classic areas that should be familiar to players of ROM based MUDs.  The Sword & Pen MUD will serve as a fun social hangout for readers of the Sword & Pen blog, and anyone else who wants to stop by.

For those of you that want to try your hand at building, either through OLC, or with CoffeeMUD’s powerful and easy to use browser based building environment, Sword & Pen offers you the opportunity to experiment with building your own areas and quests.  I will be putting builder applications online shortly.

Keep a lookout for the new Sword & Pen MUD page that I will be adding to this blog, which will contain information on how to connect to the Sword & Pen MUD, and how to sign up for a builder account.  I look forward to hanging out with my fellow MUDers and meeting new friends on Sword & Pen  MUD, as we create worlds and go on epic adventures together.  This may be starting out as a simple, stock coffeeMUD, but I hope this project will evolve into much more!

Aardwolf and MUSHclient

A screenshot of one of the many different init...

A screenshot of one of the many different initial login screens for 3K, as seen in MUSHclient (Photo credit: Wikipedia)

I actually got all of my work done early today, so I figure I can take this opportunity to relax and play some Aardwolf.  I think what I like the most about their game so far is their custom version of MUSHclient.  I especially love that it has a fully clickable map.  I love playing text games, but the clickable map realy helps me visualize where I am at, and makes navigation much easier.  My biggest challenge when I first started playing MUDs almost 20 years ago was just figuring out where I was at, and how to get to where I wanted to go.  I still have this problem in some MUDs, since I can’t afford to pay for CMUD, and I have yet to find a free MUD client that has a mapper that reliably works on most MUDs.  Even CMUD’s automapper lets me down sometimes.

There has been a lot of discussion on Top MUD Sites forums about modernizing MUDs and so on, and a lot of that talk has revolved around graphical clients.  Personally, if I wanted to play a graphical game, and don’t get me wrong, I play plenty of graphical games, but if I want graphics, a MUD is not where I look for them.  I like my MUDs to be primarily text based.  I use MUSHclient most of the time, with no extra plugins, except, in cases such as Aardwolf, where these plugins are provided for me in a nice, convenient, easy to install package from the MUD operators.  If a MUD offers a nice browser based client that I like, I use it, but otherwise I connect with MUSHclient, mudlet, pUtty, or plain old telnet.  I don’t really want to play a MUD that doesn’t support the most basic telnet, even if I am using something a little better, like MUSHclient.  If I feel that I am put at a noticeable disadvantage on a MUD by not using a graphical client, I don’t want to play that MUD.

All that being said, offering something like the clickable map on Aardwolf is very appealing to me. If I were to make one suggestion to MUD operators, it would be to offer something like Aardwolf’s clickable map.  A simple plugin for MUSHclient, mudlet, or, even better, both, would go a long way.  There is a reason Aardwolf is consistently the number one ranked MUD on Top MUD Sites.  While their MUSHclient plugins are far from the only reason, I would put good money on this being a contributing factor.  I am not suggest that other MUDs copy Aardwolf to vie for that number one spot, but there’s certainly a lesson to be learned from their success.