History
The MUD was founded in 1991 and opened to the public in 1992 (receiving continuous updates since then, now thirty years later). Originally containing a small section of the then rather loosely defined Ankh-Morpork, over time more locations have been added as the world has been further described in the book series, and laid out in the map supplements (such as The Streets of Ankh-Morpork and The Discworld Mapp). It now consists of areas that attempt to simulate several big cities ( Ankh-Morpork, Bes Pelargic, Genua and Djelibeybi) on two continents, a larger number of smaller towns, and more than a million rooms which form the land between the cities and towns, with markers designating canon cities yet to be built. The MUD was founded in Perth, Western Australia, by David "Pinkfish" Bennett, Craig "Furball" Richmond, Sean A. "Lynscar" Reith and Evan Scott. It was an outgrowth of another MUD called ''Discworld II''. The MUD ran for a while on a machine in Melbourne before moving to run in the UK on a machine at Compulink where Gordon "DrGoon" was added to the administration team. The MUD was later hosted for a time at Trinity College in Hartford, Connecticut by one of its undergraduates: Michael "Bastian" Hammill. "Bastian" served as chief administrator of the game and "god" of Discworld (a character role), while "Pinkfish" continued in his capacity as head game developer. The school's IT administrator eventually ruled the project a hacking attempt due to multiple UNIX rlogin attempts from across the globe. This was actually just the game developers, or "creators", working as part of an international programming effort. The mistake cost the MUD another one of its homes. Also of note, at the time "Bastian" was issued a cease and desist order by Terry Pratchett's attorney. The author's legal adviser thought the game was a for-profit effort and therefore a violation of Pratchett's copyright. "Bastian" assured both Pratchett and his attorney it was a fan-based effort and invited the author to visit "Pinkfish's" creation. Pratchett was assuaged. The Discworld project was allowed to continue. After a while the game was moved to Seattle, running on a machine at one of the admin's workplace, Derek "Ceres" Harding, before again moving back to the UK to run at Jacqui "Sojan" Greenland's house. ''Discworld'' has publicly released the code base under which it runs on a couple of occasions, allowing other MUDs to use the same base for writing their worlds.Software
The MUD's software is divided into two sections — the mudlib and the driver. The MUD is based on a from-scratch mudlib and runs on FluffOS, a fork of the MudOS driver, placing it in theInterface
The ''Discworld'' command system is a customized text parser allowing for flexible interactions with objects and a way to specify how the command is structured. In addition to adjectives and properties attached to game objects, allows advanced semantic recognition to specify in-game objects (including 'living' things):You are unburdened by: Holding: a set of pearl prayer beads (left hand). Wearing: a black backpack, a neat off-white linen robe and two silver rings. (under) : a utility belt. Carrying: a prayer book. > locate leather things The utility belt (worn) is in your inventory. The black backpack (worn) is in your inventory. > locate leather things except black things The utility belt (worn) is in your inventory. > glance at second worn thing The neat off-white linen robe.Other interface features include a basic in-game text editor, for editing in-game mail and other chunks of text, context-sensitive help, and optional sections of topological map (known as "lookmaps") to aid navigation. One of the strongest development priorities in recent years has been on textual depth, providing rich descriptions and additional details, rather than on expanding the world or on providing higher-level content. Many interesting or useful details in descriptive text can be elaborated upon by applying more specific criteria to the "look" command.
Player Interaction
Chat
For purely message-based interaction, the MUD provides a talker system with a number of fixed channels, including general chat channels, channels for development organisation, and channels reserved for members of many in-game organisations. In addition to these, clubs can be formed which gain their own channels and optional electoral system. Some examples include Taxi (providing magical transportation around the game world), OOC (for roleplayers to chat and organise events out of character), and Begorrah (for Irish players to chat and organise meeting up in real life). World Cabbage Day sees several meet-ups in real life over the past decade on several continents, notably in the UK, US and Australia.RP & PvP
Roleplaying is optional, and players can be observed playing in many different roles both in and out of character, from organisational, to social, to 'numberchasing' ( grinding, especially for skills).Player councils
The game world includes several political regions. The cities of Ankh-Morpork and Djelibeybi are run by councils of elected player magistrates. These magistrates have the ability to develop player law, which they can also carry out. In areas with no player council, no written player laws apply, and only the game's acceptable use policy, invariably referred to as "the rules", applies. Ankh-Morpork has seven magistrates, while the Djelibeybi council has five. Elections are held every six months. The council system is based on the game Nomic.Atmosphere
Taking the humorous aspect of Pratchett's work and running with it, the atmosphere on ''Discworld MUD'' is frequently whimsical, with a general fondness displayed for silliness and nonsense. Frogs andMechanics
The fundamental game mechanics of the MUD are based on a 'stat/skill' division, with a player's stats (statistics) relating to intrinsic properties, being semi-permanent, and skills (relating to aptitudes) increased by spendingGuilds
A large part of the original intent for ''Discworld MUD'' was to move away from a restrictive class system, and to allow a player to do (almost) anything with enough effort and advancement. Each character can join one of a selection of guilds, a combination of class and in-game organisation, and each guild has several unique abilities not shared with any other. Many mundane attributes such as hit points, perceptiveness, and swimming skill are not affected by choice of guild. While players can advance and benefit from any skill, players get extra bonuses and abilities within the skill set of their guild. Broadly speaking, there are six classes: warrior, wizard, priest, witch, thief, and assassin. Over several years these broad classes have split into more specialized guilds with regional and cultural flavour, and somewhat more specialized skills. As of April 1st, 2019, the Fools' Guild and associated fool class were added to the game. This was done to coincide with April Fools', but has remained and grown as an actual guild.Canon and divergence
Content has been worked upon continuously as the ''Discworld'' series of books has been growing, therefore there are smatterings of continuity taken from different books introduced in different regions. Additionally, some changes to the world have been made to allow a limited degree of player-control (such as player-elected administration for some of the in-world organisations) rather than using NPCs created from book characters. The largest divergence from canon, however, is the addition of a range of divine magic not unlike that described in the '' Warhammer Fantasy'' or ''Reception
In April 1999, ''Discworld'' was selected as The Mud Connector's Mud of the Month. In Total PC Gaming, UK edition, ''Discworld'' was 2nd of the Top Three MUDs in the MMO Supplement in issue 7, and received a special mention in the MMO Supplement in issue 15, in the "We Love" section.References
Further reading
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