Harshlands MUD
Posted: Sun Jul 07, 2013 2:00 am
Figured some of the Grim might have spare time when they can't access graphical games and might be interested in an immersive text based role-playing game. I've been involved in the following MUD for nearly two decades now.
What is a MUD you ask? MUD stands for Multi User Dungeon/Domain. It is a text based world that allows you to interact with others and move around in a world that is richly detailed in description and characters to meet. People play these games by Telneting or using a MUD program to access the server that the text world is saved on. You can do anything in this text environment that you could do in any video role-playing game and usually much more. You can become better at your chosen trade, buy/sell, travel, fight, get a job and the scope is pretty much endless.
The world of Harshlands is huge. Currently, the world consists of the island of Harn, off the coast of the nearby continent of Lythia. Current building on the Mud has not yet finished the island of Harn. There are over 16,000 rooms (we stopped counting), all of which pertain to the Harnic world - and all are original.
Harshlands is a heavily role-play-oriented MUD based loosely upon the fictional "Harn" world created by N. Robin Crossby, we consider Harshlands to be a low-fantasy medieval cooperative RPG - role-play, storylines and events are primarily player-driven in nature with the staff acting as stage-hands of sorts in order to provide support, random events, and reasonable consequence to the drama unfolded by players.
The staff also serves as administration for the numerous behind the scenes mechanics of building and altering the game world based upon changes the players have inflicted upon it, and even as policing of sorts to keep the disruption caused by abusers of code and OOC information to an acceptable minimum.
If you are interested in the code used to run the game it is heavily altered DIKU base. The game emulates the Harnmaster system very well. Skills based progression. Injuries are body part based rather than a HP pool. Fatigue can play a factor in movement and other esoteric matters, etc.
The magic system of Harnmaster has been deemed too daunting to code currently so we have not opened any playability for Shek-P'var (mages) but there is a fully functional clergy system with rituals to call on deities for aid as well as skill based psionics.
Full functional combat system for conflict resolution. Rich emotive command system. Functional economy. And the local tavern to hang out in and chat or just people watch.
If you are interested please stop by and submit a character.
http://harshlands.net
Want to ask a staff member a question?
Email staffATharshlands.net with Harshlands in the Subject.
Hope to see you soon in the only 24x7 Harn game around!