[HN Gopher] 1980: MUD
       ___________________________________________________________________
        
       1980: MUD
        
       Author : TheLocehiliosan
       Score  : 97 points
       Date   : 2021-03-11 12:35 UTC (10 hours ago)
        
 (HTM) web link (if50.substack.com)
 (TXT) w3m dump (if50.substack.com)
        
       | v01dlight wrote:
       | If anyone wants to try something less fantasy themed, I strongly
       | recommend hackmud
       | (https://store.steampowered.com/app/469920/hackmud/), in which
       | you play as a recently sapient program in the ruins of a network
       | long devoid of human users. The community is very savvy and have
       | implemented some complex stuff in and out of game, including
       | bridges between all the popular text channels and mirrors of them
       | on Discord (https://discord.gg/h5K5fYuuMj), so you can monitor
       | and even play the game without being logged in (to hackmud, you
       | would still need to be on Discord).
        
       | alexellisuk wrote:
       | Who remembers nightfall? It still seems to be up at nightfall.org
       | 
       | It's how I learned that telnet isn't encrypted many years ago :)
        
       | devindotcom wrote:
       | What a fun bit of history.
       | 
       | Incidentally, I was looking into the possibility of hosting my
       | own MUD a while back and it seemed rather complicated for someone
       | without web deployment experience. I do wish there was a simpler
       | way to do it and customize your own world for a few friends to
       | play around in. I guess we could just invade a less-active MUD
       | but it seems more up our alley to roll our own so we can make a
       | few extra areas ourselves and so on.
        
       | nickdothutton wrote:
       | We have to go back.
        
       | fuball63 wrote:
       | I'm hoping maybe some experience MUD players can help me out with
       | this: every time I try to get into a MUD, the text just moves
       | past the screen too fast and I feel like I miss important parts,
       | and then I can't see it again. Or if I run a command, before I
       | can interpret the output it flies off the screen in favor of some
       | non important text. I can't imagine combat in text mode, trying
       | to figure out what command to type while also trying to race
       | against the buffer.
       | 
       | I've tried several different MUDs over the years because I like
       | text based games, but they never stick.
        
         | tristor wrote:
         | If you can get it to run, the best way to play MUDs is using a
         | MUD client. My favorite was always GMud because it could fit on
         | a floppy disk with a world file, but ZMud was kind of the de-
         | facto standard/best client, although paid. You can use a normal
         | telnet client, but it needs to support ANSI colors and have a
         | screen buffer to render most MUDs properly.
         | 
         | Also, it depends on the MUD codebase they use, some of the
         | older codebases are more friendly to very basic clients, newer
         | codebases typically rely on using a telnet client like TinTin
         | or a MUD client.
        
         | sea6ear wrote:
         | I don't know if it will work for all MUDs but for the one that
         | I play on, I usually run telnet in an shell buffer in Emacs, so
         | that I can always scroll back up to see what I've missed.
         | 
         | There are (or were?) MUD clients for Emacs, but I haven't used
         | one for a long time - just having Emacs and the buffer
         | available has been enough for everything I've wanted to do.
        
         | crooked-v wrote:
         | Try MUSHclient (Windows), Atlantis (Mac), or Mudlet (multi-
         | platform) for dedicated MUD clients that separate input and
         | output areas and give you scrollable output, as well as various
         | features to turn matched text into live-updating status bar
         | bars and other info displays.
        
           | StavrosK wrote:
           | I believe MUSHClient is cross-platform nowadays, or at least
           | I remember running it on Linux for the nostalgia. Definitely
           | should run fine under Wine.
        
         | legohead wrote:
         | Funny you mention that. I started playing MUDs @ 2400 baud. You
         | could literally watch each letter being written out. When 16.8k
         | came out, my first thought was "how can anyone read this fast?"
         | I thought MUDs were doomed...
         | 
         | but, you get used to it. You will figure out what's actually
         | important and what can be ignored. Someone else mentioned the
         | 'brief' command, which shortens room descriptions, and that is
         | a good start. After you log in, just take your time, there's no
         | rush...
        
         | [deleted]
        
         | yawn wrote:
         | Some muds support a "brief" mode, which will limit the room
         | description to one line.
        
         | rendall wrote:
         | That's a matter of having a telnet client that has a screen
         | buffer. I haven't tried this one, but try it?
         | http://tintin.mudhalla.net/
        
         | Jtsummers wrote:
         | There are some mud clients (I can't remember the one I used on
         | Windows, but it did this) which parses out a lot of information
         | and lets you have a multipane/window view of the text. This can
         | help. It's also possible to turn many of the notifications off.
         | Also, you usually start in something like a common room/town
         | and those tend to be _very_ active with people moving in and
         | out constantly or carrying on non-shouted conversations. Once
         | you get out of those areas the speed of text tends to drop off.
         | Finally, with room descriptions you can always  "look" again. I
         | became very good at reading 1-3 lines of text before it
         | disappeared, pulling it up, and starting right where I left
         | off. But honestly that didn't happen too often.
         | 
         | In combat, depending on the MUD and the class of character you
         | may not need to type frequently during combat. Usually you will
         | attack automatically once it begins. Spells, healing commands,
         | and other things are all you need to type and usually not every
         | round (which is about 1-3 seconds usually). Every MUD I played
         | on had some form of alias, and if not the client did, which let
         | me take a 5 word command down to 1-5 letters. `draw crysknife`
         | became `dc` for my Fremen character. I had similar aliases for
         | putting it away and drawing other weapons or switching to other
         | attack strategies.
        
       | nickelcitymario wrote:
       | As audio increasingly becomes a platform in-it-of-itself,
       | experiences from the CLI world will become more and more
       | relevant. Because audio as an interface has a lot more in common
       | with the command line than it does with GUIs.
       | 
       | If it doesn't already exist, I could see a serious market for
       | audio-based MUDs.
        
         | VadimPR wrote:
         | It already exists. Modern clients like Mudlet
         | (https://mudlet.org/) support both old (MSP) and modern audio
         | protocols:
         | https://wiki.mudlet.org/w/Standards:MUD_Client_Media_Protoco...
         | 
         | There's games like StickMUD that make use of this, too.
        
           | em-bee wrote:
           | that seems to only go one way though.
           | 
           | for a real audio based mud, the players voice input needs to
           | be interpreted as commands but also sent to the other players
           | in the room so you can have real voice based interaction.
        
         | Mauricebranagh wrote:
         | Starfinder have done this on Alexa just say "Alexa Play
         | Starfinder"
        
           | em-bee wrote:
           | i wish i could play this on a real computer. not interesting
           | in getting alexa or any other of these 'assistants'
        
       | rjsw wrote:
       | I used to play on the Essex MUD from home using a 300baud
       | accoustic coupler, this would have been 79-81.
        
         | pjsg wrote:
         | I used to play the Essex MUD as well from probably 80-82 -- I
         | can recall the huge speed boost when we got a 1200/75 dialup
         | modem! I got to be a wizard (Gorpli) and I did meet a couple of
         | the other wizards IRL.
         | 
         | Fun times.
        
       | newsclues wrote:
       | I played iconoclast in the early 2000s
        
       | DoomHotel wrote:
       | I wrote a frontend for CompuServe's British Legends using
       | Crosstalk Mk.4's scripting language CASL. It had a complete
       | dungeon map and let me navigate using the PC's numeric keypad for
       | directions. An onscreen keymap with labels for each number key
       | showed where pressing that key would lead. It even randomized
       | choices, so if NW and W both led to the same place it would pick
       | one randomly if you hit either key. (This was to confuse wizards
       | who could tell who you were by your habitual choices.)
        
       | mattowen_uk wrote:
       | I used to mod /r/MUD on reddit - if you fancy getting back into
       | MUDs that's a great place to start.
       | 
       | For my sins, I became very addicted to Shades on Prestel back in
       | the day. Due to this, I prefer MUDs that are not deep on class
       | progression, and just easy fun.
       | 
       | A lot of the still running MUDs have deep learning curves, due to
       | some of them having been running for a good few decades. To the
       | new or casual player, this makes them impregnable.
       | 
       | Whereas I don't think we need to change the beauty of the text
       | based medium, I do think that the genre needs updating to make
       | new MUDs more accessible.... Even D&D finally accepted it needed
       | to simplify again to gain new players.
        
         | hombre_fatal wrote:
         | > I do think that the genre needs updating to make new MUDs
         | more accessible
         | 
         | I know what you're saying. Iron Realms MUDs are a good example
         | of a MUD with modern conveniences.
         | 
         | But on the topic of a different sort of accessibility, you can
         | play MUDs with a screen reader. I was playing
         | http://www.balzhur.org/ (Spanish) two years ago and found out
         | most of the people I was meeting in it were blind. Just using a
         | stock screen reader to read out the game at incredible speed.
         | 
         | Aside, playing a MUD in the foreign language you're learning is
         | a fun way to get daily drill. Especially once you try to engage
         | socially ingame. Having someone depend on you in real time in
         | the game really makes your brain gain levels quickly.
        
         | gtr wrote:
         | I remember playing Shades an awful lot as a young teen. That
         | was until my parents saw the phone bill!
        
         | samizdis wrote:
         | Wow, Shades on Prestel (while using a BBC Micro). That brings
         | back memories - especially of getting screamed at and
         | grounded/penalised for racking up huge phone bills.
         | 
         | I remember two characters getting "married" on Shades. A scene
         | that was usually described as a derelict church with a grim,
         | cold interior, was for the occasion bedecked with flowers etc -
         | and rather than being empty save for a random player perhaps
         | wandering in when my character was there, it was full of
         | people. Date/time for the ceremony had been widely
         | disseminated.
         | 
         | Cracking game.
        
           | mattowen_uk wrote:
           | > _getting screamed at and grounded /penalised for racking up
           | huge phone bills._
           | 
           | Not just me then. XD
        
         | Mauricebranagh wrote:
         | Surprising the number of ex shades players on here - I used to
         | play a bit but via the internal network (I worked for telecom
         | gold back in the day)
         | 
         | Later on we had an ex phreaker working in TEC who had been
         | busted for Prestel hacking, one day the Internal Security guy
         | who had busted him - met him at work and almost had a heart
         | attack.
        
         | Mauricebranagh wrote:
         | 3rd and path finder are a lot simpler to the complex method AnD
         | 2nd became
        
         | rocky_raccoon wrote:
         | Here I am, about 90% done with a completely custom approach to
         | a classless system in a MUD, and you've got me worried that I'm
         | overcomplicating things all of a sudden.
        
         | ytjohn wrote:
         | It's not a game, Roguelike made a MUD inspired online
         | conference for their conference. I keep coming back to this.
         | While they built it for a time-limited conference, I could see
         | variations for long-running online communities, or even
         | "modern" MUD games.
         | 
         | https://dev.to/lazerwalker/using-game-design-to-make-virtual...
        
       | bovermyer wrote:
       | So basically the brutal Lord of the Flies-esque culture that
       | dominates multiplayer survival games like Rust and Conan: Exiles
       | is nothing new.
       | 
       | From the article:
       | 
       | > I worked out how to login (not easy), I worked out how to load
       | the game and... I got killed. I tried again, I got killed again
       | and eventually, when people were bored of killing me, I tried to
       | talk to a wizard about how the game worked and was told to bugger
       | off and then killed again. ...This was most people's initial
       | experience of MUD.
        
         | ycombinete wrote:
         | I've been playing a bit of Discworld and Aardwolf MUDS lately.
         | Just to try out the genre, and I've had the opposite
         | experience. In Discworld, you have to assign yourself as a
         | "player killer" in order to both kill or be killed by other
         | players. Perhaps this is idiosyncratic to Discworld. I know
         | early RuneScape has the same setup.
         | 
         | I'm brand new to MUDs and 100% of my interactions have been
         | ether helping or being helped by other players to learn and
         | play the game.
        
           | bovermyer wrote:
           | I'm speaking specifically of the original, and not of the
           | thousands of MU*s that have come into being since.
           | 
           | There are some MU*s that have no combat at all, and are
           | closer to shared creative spaces than anything else.
        
           | duskwuff wrote:
           | Holy shit, Aardwolf is still around? I think I remember
           | playing that somewhere around 2001 -- incredible that it's
           | still around.
        
             | BugsJustFindMe wrote:
             | Not only is it still around, but according to
             | http://mudstats.com/Browse it appears to be currently the
             | largest free to play non-"adult"-themed MUD.
        
       | peddling-brink wrote:
       | long live styx.dk
       | 
       | But seriously, if anyone knows how to reliably contact the admins
       | that took it offline, I'd love to know.
        
       | sedatk wrote:
       | Turkey had its share of MUDs in the 90's too. Turkish players
       | would play on Bitnet on a MUD server hosted in Greece (IIRC),
       | using 3270 terminals, before Internet arrived. There later came
       | BizimMUD, a customized version of CircleMUD, hosted at Middle
       | East Technical University in Ankara. I used to play there a lot
       | back in 1995. There was permadeath and PvP was always open which
       | made it quite exciting. Then, the last one I remember was opened
       | up at ADANET, a local ISP in Ankara. It was a stock DikuMUD
       | instance. It might be called "Darkwood" but I'm not sure.
       | 
       | My favorite international MUD was Mirkwood, which was still up
       | and running recently.
       | 
       | I was also enamored by MUSH servers as how detailed they can be,
       | but could never get to play them for long.
        
       | boring_twenties wrote:
       | The best MUD hands down was Armageddon.
       | 
       | Oh shit, it still exists.
       | 
       | I kind of wish I hadn't realized that.
        
       | NateLawson wrote:
       | My university had terminal labs in the early 90s, tables full of
       | Wyse terminals hooked up to the central UNIX cluster. PCs and
       | Macs were common in other labs, but a terminal lab was still a
       | convenient place to check email or get on IRC between classes. I
       | would log into two terminals next to each other in order to have
       | a screen for IRC while coding on the other one.
       | 
       | One early morning, I walked into a lab that was vacant except for
       | one person. He was slumped over the keyboard with a hand around
       | an empty Coke can. The amber screen was scrolling upward every
       | few seconds:                 YOU ARE HUNGRY...       YOU FEEL
       | TIRED...       >        YOU ARE HUNGRY...       YOU FEEL TIRED...
       | >
        
       | dvwallin wrote:
       | After 20 years I still play on Discworld MUD on a regular basis.
       | I find there being a strong community - if a bit smaller than it
       | used to be. The one thing I enjoy most with playing on the MUD
       | (apart from the people) are the fact that I feel less limited in
       | the game play compared to most graphical games.
        
         | ycombinete wrote:
         | I'm just starting out in Discworld, and I have trouble
         | interacting with the NPCs. For instance I've just signed on as
         | a thief, but when I go to the guild building to train, I cant
         | get OST the initial interaction with them.
         | 
         | I've also been blown away by how friendly everyone I've
         | encountered has been. It seems like a great community
        
           | dvwallin wrote:
           | In almost any room containing a named NPC you can simply type
           | "say help" and they'll give you hints on how to continue.
           | 
           | And yes, most people on Discworld are really friendly and
           | helpful.
        
             | ycombinete wrote:
             | Thank you. I'm going to hop on now and try this out.
             | 
             | edit: I tried "say help" but that didn't do anything. "help
             | here" got me the help that I needed
        
         | drummojg wrote:
         | I was very sad my character got scrubbed for not logging on
         | enough. Alas and alack, another relic of life passes because of
         | old age and inattention. The last time I'd logged on was the
         | night PTerry died, and that was a fine capstone for a long
         | career as a Feef on the Disc.
        
         | Diederich wrote:
         | Have you looked at https://mume.org/ ? I've been playing that
         | one off and on since the early 1990s. It's a pretty amazing
         | experience.
         | 
         | EDIT: Just logged in again, and saw this message from a couple
         | of months ago:
         | 
         | The Third Age of the Sun is over: the War of the Ring was
         | fought; the One Ring was been destroyed; the Ring-Bearers and
         | the last of the Noldor have departed from Middle-earth. For the
         | eleventh time in the history of MUME, the clock starts over.
         | 
         | Again, it is the year 2850 of the Third Age. Gandalf has just
         | obtained the key of Erebor from Thrain in the dungeons of Dol
         | Guldur. The events told in "The Hobbit" and "The Lord of the
         | Rings" are ready to happen.
         | 
         | - Dain
        
         | AaronM wrote:
         | Was really bummed when my character got wiped there.
        
       | beardedwizard wrote:
       | Shout out Cthulhumud
        
       | [deleted]
        
       | markus_zhang wrote:
       | For anyone who has had extensive experience in MUD and early
       | MMORPG, including Ultima Online, is there anything you would like
       | to be implemented in modern MMO and is technically possible? For
       | example I heard from time to time that people claim UO is
       | actually more complex than modern MMORPG, but because I don't
       | play either I'm wonderig what's missing here.
        
         | bcrosby95 wrote:
         | I guess it depends upon what you mean by complex. UO was a 2D
         | world, MUDs are text worlds, and modern MMORPGs are 3D - that
         | right there is going to make any given feature more complex in
         | a modern MMORPG than UO or a MUD.
         | 
         | What I think they mean is MUDs and early MMOs were more
         | sandbox-style. This can create complex and unplanned
         | interactions in the game. But the market has mostly decided
         | they don't like these style of games. So you won't get a AAA
         | developer making them because the money just isn't there.
         | 
         | Many people loved these interactions. But even more hated them.
         | These days you have options. Back then you didn't. Back in
         | 2000, if you wanted to play an MMO, you had 3 options. Nowadays
         | you have dozens.
         | 
         | MUDs also have the benefit of not having millions of dollars on
         | the line. And a million monkeys typing all at once. There's
         | literally thousands of MUDs out there. Most of them are really
         | bad and uninspiring.
         | 
         | It's funny to think about how things have shifted. Back when
         | WoW was released, instancing was controversial. Some didn't
         | completely consider it an MMO because it let you opt out of a
         | shared experience with others you don't know.
        
         | rsync wrote:
         | "... is there anything you would like to be implemented in
         | modern MMO and is technically possible?"
         | 
         | I don't play any games like this anymore but I did play a lot
         | of MUDs and, later, years of UO.
         | 
         | What I always wanted were procedurally generated _items_ - like
         | weapons and armor and so on.
         | 
         | roguelike games randomize the names and colors of items, but we
         | all know what they all are and there are a fixed set of them.
         | UO was even worse - you knew exactly what every item was and
         | what it did and that was that.
         | 
         | It seems obvious to me that a very enjoyable and delightful
         | aspect could be added to games like this if _every time you
         | picked up an item_ you had no idea what it might be, or what it
         | did, or how it could be used.
         | 
         | Obviously there would be some kind of templating involved and a
         | number of attributes that could be randomized, etc., and
         | perhaps even some kind of generalized discovery mechanism where
         | you could divine exactly what this plain looking sword does.
         | 
         | Bottom line: I, as a brand new player, just outside the
         | beginner town, should get a plain old short sword off of this
         | dead orc 99 times out of 100. But 1 time out of 100 I should
         | get a short sword that glows blue when I get close to undead
         | creatures and has +X against wolves. Or whatever.
         | 
         | To put it another way, there should be an infinite number of
         | different items I can run into throughout the game and they
         | should do lots of unexpected and fascinating things (albeit
         | rarely).
        
         | jakestevenson wrote:
         | In my time with a MUD, my absolute favorite parts were: 1.
         | Social interaction 2. Automation!
         | 
         | Maybe not all MUDs allowed it, but the one I played was
         | absolutely fine with you using specialized clients such as
         | tintin++ and writing scripts. I started with smaller scripts to
         | automate movement between zones and managing inventory, and I
         | moved on to full bots in there that would take "spoken"
         | commands from trusted players.
         | 
         | From what I hear, that'll get you banned in most MMORPGs these
         | days, which is a shame.
        
           | markus_zhang wrote:
           | Thank you. This is very interesting. I know some MMORPG
           | provides you plugins for automation but many new games don't
           | give you solutions for scripting.
           | 
           | I'm wondering if there is any MMORPG that actually gives some
           | serious scripting to players for building their own worlds
           | and sharing with others. It's going to be a hell lot of job
           | to balance out but could be really fun.
        
             | duskwuff wrote:
             | In older text-based gaming: MUCKs tended to be more
             | oriented towards creation and social interaction than MUDs.
             | Many MUCKs would allow players to create their own areas,
             | with a limited degree of scriptability.
             | 
             | In modern gaming: Second Life, VRChat, Roblox, et al.
        
               | markus_zhang wrote:
               | thanks, those are interesting games. I'll check out the
               | MUCKs and see how they balance things (or maybe they just
               | didn't care).
               | 
               | The game Neverwinter Nights(2001) introduced a powerful
               | editor so that players can create their own world and
               | join servers. But those servers have to be separated
               | because of different scripts. It would be really
               | fascinating if somehow we can have a connection center
               | (thinking the Sigil city in Planescape) and players can
               | join different "worlds" which maybe have completely
               | different sets of rules (but have the same meta rules to
               | make the connection possible).
        
               | duskwuff wrote:
               | MUCKs tend to be primarily social; any "game mechanics",
               | beyond absolute core functionality like movement and
               | communication, exist only by consent of the players. Game
               | balance isn't really a concern.
               | 
               | Second Life and VRChat roughly follow this model as well.
               | Roblox worlds are more isolated, kind of along the lines
               | of what you're describing for NWN.
        
           | myko wrote:
           | The game I played (NCMUD) allowed this and it had a lot to do
           | with me becoming a programmer (MUDs in general did really).
           | 
           | At one point I wrote something to generate zones somewhat
           | randomly using the editor the game had built-in - it would
           | transition from "zones" of a particular type
           | (forest/water/desert) and take a few random strings to create
           | (hopefully) reasonable descriptions of a place that could
           | exist.
           | 
           | Not the most interesting zone but it allowed me to create
           | blank canvasses to put more interesting elements into.
           | 
           | All done with ZuggScript
        
           | markus_zhang wrote:
           | I also thought about some MMORPG that have events, but no
           | real quests. You can figure out whatever quests you want in
           | an event. Events could even be triggered by players. You
           | setup the rules (by powerful scripting) and wait for players
           | to trigger them.
           | 
           | For example, maybe some player discovered a summoning book,
           | read a page, and somehow opened a maw to another plane and
           | attracted an endless stream of demons. This is a player-
           | triggered event and other players can do whatever they want.
           | They can ally with the demons, they can fight them and craft
           | items from their remainings. The game designer just make sure
           | that every event doesn't break the whole game.
           | 
           | Maybe I went too far there with my imagination, lol.
        
           | PebblesRox wrote:
           | There are some fun stories by u/Patches765 on reddit about
           | MUD scripting. I especially like this one:
           | 
           | https://www.reddit.com/r/patches765/comments/5euzt2/intellig.
           | ..
           | 
           | And if you scroll past the D&D links here, he's got a whole
           | series of stories from his time on the Shadowdale MUD though
           | I forget if they involve any scripting.
           | 
           | https://www.reddit.com/r/patches765/comments/5isji2/intellig.
           | ..
        
           | ianbicking wrote:
           | It would be cool to use automation to turn yourself into an
           | NPC.
           | 
           | I almost wonder if you could train an RNN or something on
           | player action and have it start to clone behavior...
        
       | savingGrace wrote:
       | I couldn't focus on the article after I read about Tom showing
       | up. How did Tom help him move the bookcase?
        
       | fennecfoxen wrote:
       | oh right I should log into my LambdaMOO account to check what's
       | up, it's been a long time
       | 
       | telnet lambda.moo.mud.org 8888
       | 
       | learned to program on that thing
        
         | filchermcurr wrote:
         | LambdaMOO is mostly people being idle. There is, however, a
         | spiritual successor called ChatMUD. It's based on a fork of a
         | fork of the original LambdaMOO server called ToastStunt (forked
         | from Stunt). It seems to have a bit more pep in its step if
         | you're looking for a semi-active social / programming MOO.
         | 
         | https://chatmud.com/ https://github.com/lisdude/toaststunt
        
         | cmrdporcupine wrote:
         | played a huge part in my programming evolution, too. learned OO
         | from programming in it, and then learned C from hacking on the
         | server and various offshoots of it
        
         | ntoll wrote:
         | Me too
        
       | real-dino wrote:
       | I played a bit of MUD II. Did anyone know how to get the 2
       | crowns? The one in the swamp vs the one in the tower? They forbid
       | us from telling each other as it was one of the easiest ways to
       | get experience in the game.
        
       | hderms wrote:
       | Great article. Messing around with MUDs in the late 90s was
       | probably one of the factors that got me deeper into computers.
       | Graphical games were super impressive, but there was something
       | really cool about playing in a multiplayer simulated world that,
       | by virtue of the fact it was text based, you could envision the
       | underworkings of a bit more easily.
        
       | uglygoblin wrote:
       | My first experience with an online service was Prodigy sometime
       | around 1995 or 1996 and one of the first things I stumbled across
       | was the MUD Gemstone 3.
       | 
       | It blew my mind that hundreds of people were all existing in a
       | shared world. I directly attribute my love of computers and
       | software development career to MUD's.
       | 
       | Also, Gemstone is still running: https://www.play.net/gs4/
        
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