A simple MUD server in Python which can be run on a Raspberry Pi
github.com
github.com
I sorta maintain: https://github.com/shmup/miniboa
There's a lot of rabbit holes if you ever want to explore the social/textual landscape of the 80s and 90s, especially the 90s and into the early 2000s. A LOT of stuff was written. Recently I've been absorbing more of it
Like this: http://pmc.iath.virginia.edu/Virtual.Community.html
And also a book you may like to look up, "My Tiny Life": https://archive.org/details/mytinylifecrimep0000dibb_c6m4
Or read some papers indexed here:
Bare with me, the topic of MUDs isn't mentioned here often and I've been wanting to link dump a little
Would a modern MUD be web based? What is the modern web version of a MUD?
I don't think immersive 3D like the aforementioned WoW is really a MUD but I am not sure pure text is to my liking. I think Rogue-likes might have hit the sweet spot — allowing you to explore somewhat graphically but there was still a degree of imagination required. The cost to create a Rogue-like world too would not be prohibitive (and I mean cost in terms of time and effort — like the time and effort that would be required to create a 3D immersive universe like WoW, etc.).
And, sure, I know Dwarf Fortress is a thing but the other aspect of MUDs that was cool was that so many existed with their own unique feel and character.
I guess I am looking for a web ring of Rogue-likes.
Even cooler if, while on different servers, they had a mechanism for linking or tunneling to other sites. I'm imagining two sysops cooperating and adding tunnels between their two worlds so that a player could wander into a completely new world — unknowingly moving from one site to another. You get enough sysops to join up and you kind of no longer need a web ring.
If you're looking for something that isn't just text based Graphical Muds wmay be what you're looking for. For context they are the often times over looked link between muds and mmos.
I swear I remember reading something about connected mud servers but I can't remember it off of the top of my head unfortunately.
Webclients can be protected by HTTPS, and Evennia (for one) offers SSH.
Even if you get around that somehow, there are still concerns about session hijacking to steal someone’s in-game items and currency.
Password reuse might be an issue, but in my experience people had their environments pre-configured to log in automatically, so a unique complex password would eliminate that risk.
Personally, I think the complexity of implementing encryption for these services would outweigh the benefits. A big part of their appeal is the ease of setup and shell access.
The more you get used to implementing it, the easier it gets.
That said, server software supporting SSH is getting common these days, so it might be a matter of just updating and/or reconfiguring the server. (It's difficult to make too general a statement about all servers though)
Consider that in 2024 even this public forum is accessed in an encrypted form by even non-logged in users. Here's an unstructured list of some of the reasons:
Man in the middle attacks achieving remote code execution on client or server
Surveillance and/or stalking
Presence monitoring
Psychological analysis (Maybe a user is drunk, maybe they're in a good or bad mood today.)
Command injection or deletion
Most people use services with no regard to any of these things and most will never be subject to them. If a precocious hacker teen, controlling spouse or parent, spyware/adware company, censorship application, oppressive state regime, rogue sysadmin, rival player or any such of the endless possible yet rare actors decide that your service is best suited to these ends, it is now more or less trivial to develop a plugin for their evil device.
TERMINAL EMULATOR SECURITY ISSUES 2003 https://marc.info/?l=bugtraq&m=104612710031920&q=p3
Same goes for local LLMs. Most UIs don't offer HTTPS enabled by default, so you're broadcasting your most intimate thoughts on the same network segment your malevolent stepchild uses. Apps make amateur spycraft for BPD-types easy.
A month ago people posted Improbable Island here. It's not "modern" but it's a mud-like website
https://news.ycombinator.com/item?id=39135779
I inquired about the relationship with muds. It's.. like a mud, but without a map (so rooms form an arbitrary graph, and edges don't have a cardinal direction like "north")
Back in the day I thought it is the best thing: players can create their own worlds and invite others. Of course builders cannot connect two worlds so that was a pity. Still, I believe it was a lot better than games such as WoW.
Nevertheless the game never achieved the popularity it deserves, and nowadays the persistent worlds are not played by many.
I'm really not sure if modernizing MUDs is worth the effort. Actual MUD gamers will look at it with either contempt or distrust, especially blind players. And regular gamers are unlikely to play a text game. I could make a game with a MUD sensibility or even use a MUD engine, but I would never call it a MUD. MUD players want more of the past and I'm not really interested in that.
Isn't accessibility for a web-based MUD just a matter of adding `aria-live="polite"` as an attribute to the incoming text? Five years ago I did this on https://evolvingstory.juliablewis.com/ and it seemed to work with OSX screen reading.
And they don't wanna be left behind. They wanna use their own client on a telnet connection because that is already suited for them. Many QOL features for the sighted can have a negative impact on the blind. Any attempt at engaging that audience must first convince them that you won't leave them behind.
One simple way to benefit the blind is by making sounds integral to a game, with clear cues for everything.
I still miss some of the features that Discworld Mud had, and mainstream gaming hasn't warmed to. Strange currencies, complex banking, different in-game languages, convenience features gated in RP ways (the Taxi guild of portal wizards!), etc. The conventional wisdom holds that that'd be far too much friction for modern games, but it contributed so much to making the world feel more than an inch deep, which is something modern gaming needs all the help with it can get.
I also think scripting in LambdaMOO may have been my gateway drug to coding. Once I learnt I was able to expand the world myself, I was intoxicated. Yib's Guide to MOOing [0] is a great read for anyone interested in how that all used to work.
And the social scene of these services in the 90s and early 00s is hard to describe. Honestly, @go #17 in LambdaMOO at its height felt more like the Metaverse to me than anything Facebook has made to date.
Here's a page I threw up with a buncha Discworld MUD links, for the curious: https://badteeth.dungeon.red/
Those links on Moos look interesting thanks for sharing!
But, the license file seems to be 11 years old… I guess those older Pi’s are pretty weak.
Still slightly confused but less so.
Most likely this is just a case of awkward English - the intended use of the project is to be run on a rPI. It's not a minimum requirement.
Obviously if you took gamma diku and tossed it on an rpi, yeah, because that was built in the '80s with that hardware in mind. But muds evolve and get features and people come up with stuff that can't be ran on ancient hardware.
For example, most MUDs turn(ed) off mobile AI when players weren't in the zone. It wasn't strictly necessary to have it on, but it would be nice to have NPCs that did stuff when PCs weren't around so when they revisit something happened.
Also I didn't write that in a vacuum, I wrote that as a response to a comment which establishes the context you are to understand my statements in.
What's a good MUD to play now?
> MUD is short for Multi-User Dungeon. A MUD is a text-based online role-playing game. MUDs were popular in the early 80s and were the precursor to the graphical Massively-Multiplayer Online Role-Playing Games we have today, like World of Warcraft. http://www.mudconnect.com is a great site for learning more about MUDs.
It would have been interesting enough without the Raspberry Pi part.
It was... strange. I still don't understand how it could have possibly worked.
#1 Dramatic simplification of navigation and actions, making them accessible for new users
#2 Significantly better role-playing enabled through NPC characters
#3 Access & visualization medium by choice: text, narration/voice, image, video, 3D
If I had the free time this is what I would work on now. I've messed around with LLM RPGs, but the big piece is there needs to be a stored structure to get around the context model issues, or at minimum reduce costs and speed up use since we now have huge context models.
Then we get to the arcane textbook-sized rulesets people write to enforce basic things like "chests are closed by default and can only be opened with the appropriate key and must be opened before contents can be seen or retrieved and items can only be retrieved one at a time but only within the constraints of the encumbrance system" at which point you might as well just use the LLM to generate Inform 7 code.
But it doesn't matter, the MUD community seems already annoyed by bad AI proposals. It would take a good and consistent communication effort to overcome that.
Inform 7 was written for people like yourself. Check it out. The syntax is prosaic enough for a humanities nerd to write and structured enough for ChatGPT4 to generate.
Contrived example:
> The Exhibition Room is a room. It contains a closed locked lockable transparent openable container called the display case. The display case contains a priceless pearl. The display case is scenery. The description of the Exhibition Room is "By far the finest thing in the room is a priceless pearl in a glass display case. It should of course be yours[if key is not visible], if only you can remember where you hid the key[end if]."
> The silver key unlocks the display case.
> A jade vase, a teak chest, a bronze teakettle, and a child's burial casket are openable closed containers in the Exhibition Room.
> After taking the pearl: say "The pearl rolls into your hand, gleaming in the oblique light; your fortune is made."
> end the story finally.
I am aware of Inform 7, I think it is awesome. A few months ago I made a quick demo using Inklescript[1], which I found simpler and more suitable to my project (a Star Trek adventure). Inform 7 remains something I wish to explore in the future when I need something more complex.
Thanks! ;)
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Now, Hitchhikers Guide To The Galaxy as a text adventure game over WA could be interesting for some people.