Buy an Addict-o-meter as soon as you can, because you will need it. Discworld MUD is THE most addictive MUD I've ever played, and is one of the most addictive MMOGs I've ever played. It is so addictive, that the sympathetic creators cooked up a command called Lockout, which will lock you and your alts out for the amount of hours, days, or weeks that you specify... and it cannot be undone, for your own good! Discworld is a MUD of high quality, with unique & original content and countless ways to occupy your Disc time. Pros: I'm fascinated by the structure of Admin leadership here. There are Trustees, Directors, Liaisons, Creators, Newbiehelpers, Playertesters, and player builders called Architects. Everything they all do is held up to the highest of standards. The managing people behind each domain take their roles seriously, are professional, and are obviously in managing roles out there in Roundworld, too. A big chunk of why this MUD has been so successful, I believe, is because it fell into the right hands from the very beginning. Almost hard to believe that this MUD is free. (And by the way, players are encouraged to apply to become Creators and need not even know how to code, though there are strict entry requirements.) Discworld is brimming with life, options, community and activity. Imagine all the ways a developer might get its player populace as addicted as possible to the game, and Disc has probably got them all. I think they are too numerous to list, but my favorite ones are custom clothes, player housing, a wonderful newspaper to write for, pets, all the shops and all the crafts, bulletin boards, mail system, playwrighting and staging feature, the Ankh-Morpork Lottery, and the Sights to See event. I would have to say that currently, my top three favorite things are: boardgames, presents, and Pishe priesthood. Disc has about a dozen purchasable boardgames that players can play: off the top of my head, there is Monopoly, Boggle dice, Scrabble, Hearts, Mastermind, Mancala, Backgammon, Chess, Connect four, Reversi, Battleslugs, Mensa regis, Klondike, Passways, Quick categories, Liars dice, Lost cities cards, Six nimmt cards, and Solitaire peg. Not to mention Poker, Blackjack, Billiards, and anything else I'm forgetting. To me, it's an ingenious feature and I enjoy being able to grow some synapses within a game about all sorts of silly things. There is even a club devoted to nothing but getting together and playing boardgames. As far as presents, anything can become a present if you buy a gift box (several available), put something inside, wrap it with wrapping paper and mail it so someone or anyone. I enjoy surprising people this way, and receiving snail mail (letter inside of an envelope) or a gift from someone is a wonderful experience. As far as Pishe priests - they are the only ones who can Ressurect players and bring them back to life from death. I like the feeling of knowing specialization...
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I began mudding by accident, when I was searching for anything Discworld after having read the books. I found something called 'The Discworld MUD' and thought to myself, 'A Discworld game, sounds fun', and clicked the link. I found myself in a strange new world with wombles and witches, trolls and thieves... The Disc is HUGE. And it is filled with all sorts of things to do, experience and explore. I am surprised by the mud every time I play it, which I've done off and on (hey, sometimes the round world interferes) ever since I clicked that fateful link. All of the guilds (including Adventurer's) have something to offer, and if you need a little extra excitement, you can always apply to be a playerkiller. Trust me, I have dabbled in other MUDs and none of them stand up to the Disc's attention to detail and fantastic community of players.
What makes Discworld so great really, is the attention to detail and the reasonable effort put into making the game more immersive. Unlike most muds, it's actually possible to look at the world around you, and, to boot, see things worth looking at. Also worthy of note is the avoidance of color spam, the lack of a level cap, and many other things you wish your mud didn't have (like starving to death, which can't happen on the disc).
I started in 1999 with a thief but never got into it very deep and stopped soon afterward. In 2008 my gf and I got bored playing our game against each other and we looked for an alternative. As we both love and adore PTerrys work I suddenly remembered the disc. And it still was there. Improved, enhanced with quite some regulars. We both created chars, played and stayed. I can't compare the disc to other muds, because I don't play any others. I play it because I love the PTerry environment. And I prefer the text environment to shiny 3D with no gameplay behind it. A must for all PTerry fans and definitely worth a visit for other mudders and for all who are new to mudding: simply try and visit for something completely different.
Discworld is one of the most fun, kindest, happiest MUDs you could have. The layout is brilliant. People are nice and helpful and making friends is great!!! I love Discworld, and if I had it my way, all MUDs would be similar!
I've played several very different roleplaying games over the years: Guild Wars, Dungeon Runners, RuneScape, Mount and Blade, Siege of Avalon, Aardwolf, Achaea and many others I can't remember at the moment. The Discworld MUD is the only one that keeps me coming back. DWMUD stands out from other MMORPG's for several reasons, but the biggest ones are tight-knit player community and the game's pervasive, lighthearted atmosphere. This is a game in which everyone- even and especially the coders- are having a great time interacting with each other and the game world. Speaking of the game world... it's HUGE. Really, really HUGE- we've got a million plus rooms, fleshed-out cities, continents, oceans (with sharks in), you name it. The sense of scale is amazing, and the whole world is well put together. I've played other games that feel like a bunch of small farmable zones connected by speedwalks or portals; Disc, on the other hand, feels like a whole world... ...filled with AWESOME STUFF. Many games have only a limited number of items available to players- a token selection of clothes; a couple dozen weapons; a few suits of armour and magic items that all, really, feel the same. The Disc is the complete opposite; there's great heaping PILES of different clothes, hundreds of mix-and-match armour pieces, an easy-to-use custom item system... instead of the typical disappointing selection of basic items, the Disc has so many different items that great sweeping player databases can't keep up with them all. Trust me- it's a Good Thing. The player community, as I mentioned before, is tight-knit and helpful. The Disc is really great for making new players feel welcome- there's ready access to general and Guild-specific chat channels, and even a dedicated volunteer team of Newbie Helpers who happily take time out of their gameplay to actively (you guessed it) help newbies. And that's just help with information. Certain players and player clubs just as actively help set newbies up with a basic kit, or point them toward easy ways to make money or gain equipment. In addition to all that, there's a huge and established quest system; a brand-new, oft-hilarious achievement system; and an intricate craft system that is rapidly being developed. Player-created items such as jewellery, quilts, and pottery are already in game; players can decorate an item with engravings, paint or dye; and rumor has it that player-created clothes are in the works. The admins are selected for their ability as coders and team players, not for their characters' strength- the result is a fun, helpful, and most importantly, accessible admin team that many games lack. You can send a Trustee a tell and if you're nice, he'll probably answer you. Egad, this post has gotten long-winded. But that's really another piece of evidence: I'm not an admin, or a creator, or even an important player, but I took the time to write a nearly 500-word review gushing about how fantastic this game is. So, if got...
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Discworld from a players point of view. Players ususally come in three variations; Number-chasers, Roleplayers and a mix of both. Discworld does a good job of providing for all types... I should know, I'm all types :P In the 8 years of playing Discworld I have never lost the desire advance my character in one of the many different aspects that the place offers... skills available... quests to find... places to visit... secrets to uncover... items... clothes... brews.. animals.. social intrigue.. politics. The place can be as complex as you like it to be. And the sociology has been nothing short of remarkable, until recently. Discworld had in the past been very successful at balancing the sense of 'unlimited character development' with 'providing a constant challenge' to the player. Over the past couple of years this balance has slowly been tipping. These days the balance is in a shambles as the developers seem to have gone overboard with their development. (Who could have believed such a thing was possible). There seem to be so many features available now to everyone, that Guild identities have been all but erased. A character of any profession may cast almost any magic spell, go anywhere at a whim. Almost anyone can perform any Godly ritual and multi-playing rules have been all but lifted, creating an environment where anyone can be a self-sufficient demi-god and as is the case in such situations. More and more people are becoming self-sufficient demi-gods which in turn has a negative affect on the social aspects of the game. There are no challanges anymore because there aren't enough restrictions. There are no Geographical restrictions. There are very few skill restrictions. Even multi-playing restrictions have now been removed. There isn't really any need to create new characters anymore, one character can do it all. On the other hand, the Disc is a lot bigger now spanning over 10 million rooms and filled with thousands of unique npc's. It's just unfortunate that it's so hard to play the different aspects of the game, and socialize at the same time. These days you have to go out of your way to do so...it didn't used to be like that.
I've tried Discworld on again and off again for years, but only very recently really gotten into it. What can I say, Discworld is a game so varied and vast that its longevity isn't really surprising. It easily has one of the largest worlds I've ever seen in a Mud, and Ankh-Morpork alone one could spend over a month exploring and still find something new every day. Each guild in the game that players will eventually join (Warrior, Thief, Assassin, Priest, Wizard, Witch) has a different game play dynamic to it...each guild is like playing a whole new game almost, there are such vast differences. What makes the Disc different from a large portion of Muds out there is the fact that Discworld is 100% skill-based. How good your skills are determine how good of a fighter/priest/wizard you are. And it works. The taskmaster system for skills, I love. Sadly, all this is hurt badly by the one thing most apparent to most people who even play the game for 5 minutes. And that is Discworld suffers from being quite possibly the laggiest Mud I've ever played. And it's not just location, from people I've polled on the subject. Everyone seems to suffer from it, at times it feels like playing a mud in perpetual slow-motion. And Discworld also suffers from very frequent crashes, several a day usually (it just went down as I started writing this, as a matter of fact). Which is sad. A little more stability and a faster connection, and I could easily see Discworld being the #1 mud around. Don't get me wrong, I'm still hooked (3 different characters for whatever mood I'm in). However, I only feel it fair to point out the downsides as well as the upsides to people considering giving Great A'tuin's burden a shot.
I have played Discworld for over eight years, at first I used to play very steady, nowadays I can't make the time, but the enjoyment will never fade. Many changes have been implemented since I first started playing, and although I am unhappy with most of them, I realize that this is what keeps the game exciting and interesting due to the ever changing realities. Also that of course, many of these changes were meant to make the game more balanced and realistic, and the great sense of humour involved spices everything up. Overall this MUD is A++, between the large selection of weapons, commands, spells, skill and the like, ability to roleplay, and many craft skills, this is a game where you are constantly learning new things and adapting to survive. -xJan
Excellent, mud, a little hard to understand at first because of the codebase but very solid and friendly people.
The Discworld MUD is a MUD themed on the Discworld books by Terry Pratchett. It's a huge MUD, with six player guilds, player run structures, many quests, hundreds of skills, thousands of rooms, and all through contains the humour to be found in the books. The Disc has a number of large cities, as well as numerous smaller towns, all spaced in a positively giant landscape of thousands of rooms, which span climates from desert through tropical to temperate plains, cabbage fields, and forest all the way up to the frozen Hublands. Located in the various cities and towns, and in some cases in the terrains between them, are the various guild locations. With six guilds, all but one of them split into different specialisations, the Disc provides many options for a player. Guild membership, though, is not required, and many a player has chosen to remain an adventurer, choosing their own path on the Disc. The skills on the Disc are divided over six skill trees, varying from fighting skills to crafts skills to language skills and beyond. There are a number of player-run structures on the Disc, ranging from city councils, which consist of elected officials with the ability to pass laws, to player-run guild structures to even player-written newspapers. The Disc is an exciting place, with many possibilities for players young and old alike, with optional role-playing, optional playerkilling, optional everything. The Disc holds possibilties even for those who choose not to engage in killing; many a pacifist character has found their own path to greatness without the taking of a life. So no matter what your preference, the Disc has it. Join us today, and find out!
This has to be the best mud on the net! Tons and tons of excitment with a never ending skill system. This is a must play for any hardcore mudder! Shake D'Moonmaster the Knowledgeable Cribber, Killer of Plums, Coffee Bean.
Hello, my name is Benvolio Senpai, I am a Weapon Master from discworld. I have been playing since early 1998. There isn't a character class, or style of playing on discworld I haven't tried, from role-playing, to straight up numberchasing. I have used all sorts of stat rearranges and created so many characters, I have lost count and can't remember the names. I have tried countless other muds, and always come back to discworld. I wasn't even a fan of the book series intil I played this game. The creators do an excellent job, and there is no combat system that can even be compared to discworld's all original skill based one. With all the items, and npcs, and rooms (literally over a million!) there is no end to the amount of fun to be had here. On top of that, the game is almost 100% player ran. The few minor problems, like occasional lag (which they actually made an npc for, to take out some aggrivation :P), and random crashes, they can't compare to the excitement and complexity of discworld. Being a hardcore gamer, I have seen all types of games, and yet to this day, I cannot find one more addicting. If your looking for an enjoyable mud, and plan on loosing LONG tracks of time, I seriously suggest discworld as a no# 1 pick.
Hooray, Hurrah and Huzzah for the Discworld Creators, for they have healed the world! Poor Great A'Tuin had been having troubles of late, dropping the Disc far too irregularly. She's (He's?) feeling much better now, and hours and hours of reliable gameplay is once again a feature of life on Discworld. He (She?) is also said to be looking forward to further health improvement, and we all wish him/her well. Discworld is home to hundreds of dedicated and helpful players, happy to advise any polite newbie. As always, it's wheat from the chaff time trying to make sense of their advice, but that's half the fun. The other half is figuring out where in Sek's name you're supposed to be and what you should be doing, but with a new Freedom-of-Information-inspired outlook on the questing system, nobody need wonder for long. A familiarity with Terry Pratchett's books may be an invaluable aid but lack of same is no obstacle to building a strong character, and with six very different guilds to choose from, each with several specialisations, and dozens of minor skills open to all, the incentives never run dry. Best of all, the famous TaskMaster system means you really do learn by doing - your mother was right all those years ago when she told you Practice Makes Perfect. She probably didn't envision you practicing your flaming-eyeball missiles, vine-summoning or mastery of written Uberwaldean, but that just shows how times have changed.
This place is awesome! I spend hours hear each day, although I should be doing other things! Very friendly people! Very helpful people when you start out!
Yeah, I've been playing this game (on and off) for a few years. I was there when Death's house was still in the city limits. Basically, there are plenty of guilds (classes) to join, plenty of quests to try (and the site gives you the solution, if you can't figure them out), plenty of places to go, and plenty of people to talk to. Best part? You aren't limited to your own guilds skills. Given enough time (nothing too long), or a proper teacher (which can be another player, if you'd like) you can learn the skills and abilities of every other guild. If you've got the exp to spare (which isn't overly hard to obtain), you can even teach yourself. Overall, this is a good MUD, certainly not a waste of your time.
Discworld mud is basically endless. You can do almost everything and everything. There are so many liasons, creators and generally friendly people that will help you become the person you want to be. I find that my time on Disc Mud is time i become someone else.. i get emerged into a person i can't be in the real world. Isn't that what Muds are all about? Forget WoW Disc mud is way cooler!
The frequent crashes are a bother, too. The mud seems to be bleeding players. So many have left. Even so, they keep developing enough new things to sustain my interest.
This MUD has lots of lag. So much, in fact, that I couldn't even stand to play it.
Its hard to review a game like Discworld. Over the last 10 years, it's grown, but it hasn't really developed. That aside, it is still the only mud I can get into. It's obvious the creators take a great deal of time and care when developing new areas, ideas and commands to incorporate into the game. Sadly, as often as I've tried, i can't leave Discworld. It's terribly addictive. The players, for the most part, are a great lot, and quite friendly, something I've noticed doesn't happen often in the 'top 3' muds. It's non corporate, free, and as such, retains a great feeling that will probably be around until the day they switch Atuin off.
*you see a young lad dressed in gray robes wif a pointy hat stand up and address the group* "Hi. My name is Verin Somniac, I am a discworld wizard." You will be next! Of all the things I've done and played, on or off line with my computer in more than a decade, the discworld mud has been my greatest addiction. It's like a great book (probably one of Pratchett's own discworld works, from which this MUD is based) that you can't put down! I was first introduced to Pratchett's discworld almost 10 years ago by an ex-girlfriend. Then, almost a year ago, a companion in another online game referred me to this MUD. Stuffed full of puns and both obvious and hidden wit, Pratchett's world is a huge fantastic place to which the MUD really does give justice. Both size and it's uniqueness match the discworld of the books. With areas on the discworld that I in almost a years time, have yet to explore. Total freedom to go wherever, be and do whatever I want. The wizard's guild alone is comprised of eight University Orders, three Klatchian Orders, as well as the free spirited 'Hedge' Wizards who can affiliate themselves with eight different colors. Rarely is a day that I do not log in to the discworld MUD. Some days being on for hours at a time, but at least long enough to say howdy to the many friends I've made. As rare as the day that I don't log in, is the day that I don't get a chuckle from one of the quirky, whimsical, events on the disc, that I hadn't seen before. The place is just huge, and is constantly being expanded. You get 100% of the features of this game for 0% money. No that's not a typo, you get the full featured game, absolutely free. One of the beauties is that it is almost entirely player run. With the option to become leader of your guild, create or join various clubs and families, or even become part of the discworld 'admin' (though no one is actually called that there) team. You could be as helpful as becoming a 'newbiehelper' with access to communicate to and locate new players, to a playtester, liaison or even creator (programmer), yourself. I promise you that if you give this MUD a try, you'll be the next one to stand in this addiction support group.
I have been playing on the Discworld MUD for about three years now, and I must say that it's been a lovely, wonderful experience, and that I have no plans of quitting anytime soon. Discworld MUD is based on the hugely successful and insanely popular Discworld series by author Terry Pratchett. If you haven't read the books already, I strongly suggest you do. Being based on the books (which themselves have a rather open-ended storyline), the Discworld MUD has an overarching sense of unity and trueness of atmosphere, while at the same time freeing the characters to do pretty much what they want to do. And what a large number of actions they have to choose from! Players can do the standard MUD thing, getting xp, advancing skills, and just being all-round uber. If that is the path you wish to follow, know that Discworld boasts of a very complex combat system with very realistic weapons, (as well as the rather outlandish talking sword, or the Ukelele of Pain). You can ambush opponents, yell at them to frighten them, prepare extra powerful attacks that hit for far more damage, feint at them, and trip or shove them to the ground. If you are magically inclined, you can cast a huge variety of spells to damage them and protect you from harm, while priests can ask their God to protect them from harm and smite the unbelievers. If simple combat power is not your goal, and you appreciate a varied interesting environment to explore, the Discworld features over a million (yes, a MILLION) rooms to explore. Have fun seeing the locations from the books in real life, as it were. The game features days and nights, as well as seasons and the weather. On a snowy winter's night, for example, you'd better wrap up warm, or you might catch a cold. The politics in the game can get deep and sinister. Many Guilds you can join are run by players themselves, and the 2 cities of Ankh-Morpork and Djelibeybi boast of player councils, where players who are magistrates make the rules for the city. In case of disputes where players are unable to achieve an amicable settlement, there is always the Assassins' Guild, where for a small fee you can make sure someone... is annulled tastefully. You can own a shop, own a house, write for a newspaper, write plays, become a professional musician, cater for parties, host parties. You can get married, start a family, start a club, hire out your services to other players... well, the list is almost endless, and as soon as you can think of a new one, you can get the creators (theyre like the wizards/Gods/Admin in other Muds) to code it in for you :) On top of all this, the social aspect of the game is what will keep you coming back for more. With more than a hundred players usually logged on at once (sometimes peaking at two hundred), is...
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I started playing the disc in '98. I stopped playing for some years. I picked it up again this month - and it STILL remains the greatest way to pass time on Earth EVER! May your cabbages be forever starchy, your wombles upstanding - and long live Pinkfish!
I've tried a number of MUD's, and while the combat in most was rather similar, Discworld distinguished itself in a different way: Long room descriptions, and practically anything in a room description can be looked at too. Also objects appear to handle like in real life. If you drop or even bury something, it will be there (at least for some time) later. Also spells are not just the lame "The wizard casts a fireball you" but more like five lines of mystical actions the wizard performs, just like an onlooker would see. Also, the quests are not so straightforward like get me this, or kill that, but are embedded in the whole enviroment, and may take a few steps. Often you are just curious about a new area, and enjoying the descriptions and find out you completed one of the few hundred quests. All in all, it is a beautiful world, held together by the discworld theme, where you can even get your experience by exploring, just casting spells to help others, or even idling and just chatting.
I have been mudding steadily on Discworld for several years now and have to admit it has largely usurped my life. Full of the rich humour of Terry Pratchett's books and with a hefty portion of original humour from the hundred's of creators; exploring can vary from dull to interesting to uproarious laughter. I have tried several other MUDs and by and large don't find them worth the time of day. Discworld is about far more than kill, kill, kill and it is incredibly user easy. While most muds have barely written commands and huge complicated help files; Discworld has obvious commands, the syntax command option and if all else fails: useful help files. The parser system also enables the easy separation of multiple items of similar or the same type. One of the things I like most about discworld is the detail. The descriptions are always complex, relavent and interesting. Room descriptions can go on for several lines and you can look at a table, the legs of a table, the glint of light and the play of shadow. Some descriptions could even be a key to one of the quests that are hidden all over the place. Quests that grant items are few, but they can be very rewarding to solve even of themselves. Almost all items have both a short description which you see in a casual look at the area which contains it and a more detailed description which is revealed on closer analysis. You can even check the dimensions and weight of an item. Spell and command descriptions are also invested with great detail and humour. The choice of how your character develops is wonderfuly vast. You can become a great musician, a clothing maniac or an author. You could be a wizard who does nothing but conjure food and turn people into frogs or an old hag who makes peoples noses drop off. There are thieves, four different assassins guilds, 9 warriors guilds, 6 priest guilds, the witches and the many orders of wizardry from elemental to seer to playerkilling hedge. There are newspapers to write for, shops and houses to own, hundreds of pieces of furniture and thousands of clothes. You can design your own weapons, clothing and armour or chose from the hundreds of options available. The numerous skill trees and teaching options enable the advancing of skills that have nothing to do with your chosen profession as well as the easy advancement of your primary skills within your guild. The Mud itself is huge, far too large for the playerbase really, but through the 'talker' and various clubs you are always connected to the other couple of hundred online members who are great sources of humour, friendship, useful advice and blatant unhelpfulness (though for every joke answer you get you will get several real pieces of advice). There are dozens of villages, huge cities that are much larger than the total area of some other muds and the endless...
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I have been mudding steadily on Discworld for several years now and have to admit it has largely usurped my life. Full of the rich humour of Terry Pratchett's books and a hefty portion of original humour from the hundred's of creators exploring can vary from dull to interesting to uproarous laughter. I have tried several other MUD's and by and large don't find them worth the time of day. Discworld is about far more than kill, kill, kill and it is incredibly user easy. While most muds have barely written commands and huge complicated help files, Discworld has obvious commands, the syntax command option and if all else fails: useful help files. The parser system also enables the easy separation of multiple items of similar or the same type. One of the things I like most about discworld is the detail. Room descriptions can go on for several lines and you can look at a table, the legs of a table, the glint of light and play of shadow. Spell and command descriptions are also invested with great detail and humour. The descriptions are complex, relavent and interesting. Some could even be a key to one of the quests that are hidden all over the place. Quests that grant items are few, but they can be very rewarding to solve even of themselves. The choice of direction is rampant. You can become a great musician, a clothing maniac or an author. You could be a wizard who does nothing but conjure food and turn people into frogs or an old hag who makes peoples noses drop off. There are thieves, four different assassins guilds, 9 warriors guilds, 6 priest guilds, the witches and the many orders of wizardry from elemental to seer to playerkilling hedge. There are newspapers to write for, shops and houses to own, hundreds of pieces of furniture and thousands of clothes. You can design your own weapons, clothing and armour or chose from the hundreds of options available. The numerous skill trees and teaching options enable the advancing of skills that have nothing to do with your chosen profession as well as the easy advancement of your primary skills within your guild. The Mud itself is huge, far too large for the playerbase really, but through the 'talker' and varius clubs you are always connected to the other couple of hundred online members who are great soruces of humour, friendship, useful advice and blatent unhelpfulness (though for every jopke anser you get you will get several real pieces of advice). There are dozens of villages, huge cities that are much larger than the total area of some other muds and the endless, endless terrain. NPC's, players and talking trees can be found in the most unlikely places and there is never a shortage of things to kill if your tastes run that way. There is exploration experience, command experience and idle experience for those who prefer a more sedate life, as well the...
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This the best mud ever. Its the most diverse and friendly mud yet, and it has a real sense of humour. I love it!!! *****
I have played many different MUD's over the years, but I have to say, Discworld is easily the best. A huge team of many different creators have built a massive world: for and idea of the size, just one of the many cities (Ankh-Morpork) has over 4000 rooms, much larger than many entire MUD's! And all this size dosent sacrifice the quality of the play in the world; many years of coding on the part of hundreds of individuals has made a rich and diverse world including more than 5 different countries each with uniqe languages and cultures to be mastered, 6 different guilds (wizards, witches, warriors, thieves, assassins and priests) hundreds of spells and weapons to role play to your hearts content. You can do literally ANYTHING, and I mean ANYTHING! Run a shop, write for the newspaper, become a citizen of a county and rent a house, publish books, learn to play instruments, forge weapons, paint pictures, take photgraphs, make furniture... ANYTHING! Even go around killing other players if you like that kind of thing. This world, though fully playable in all parts, new aspects are always being added - new areas, objects, spells - even you can learn to create and playtest to make this rich and multifaceted world grow! The build of the MUD is based around the Discworld series of books by Terry Prattchet, and the game reflects the feeling of huge extent and hilarity. Even if you've never heard of the books and stories, have a look and enjoy thr trip - it's huge!
I first started playing Discworld years ago, back when I thought MUDs cost money and I got to it by searching Yahoo for 'free MUDs' and got 'Discworld MUD - Where wombles roam free' as the first result. I suppose people have a bit of a bias towards their first MUDs, but I can honestly say I've never seen anything that comes close to Discworld. Generally if there's less than a hundred people logged on, it's either right after a reboot (or crash), or something is wrong. Years ago, there was a player cap at 120 or so and people would literally queue up to get in. Most of the players are friendly, and there's always the ignore command for those extremely rare annoying ones. There is a MUD-wide channel available to newbies to help them with their questions, and every new player gets a voucher for a free talker that allows them to ask more specific questions on more specific channels. If you're tired of playing the same old Fighter with a Sword on all the other MUDs, you'll be happy to know that not only does Discworld offer a wide range of guilds and guild specialties, you can also custom-order swords, armour, scabbards, and just about any item of clothing you can imagine from a wide array of NPCs and specialty shops. You can get your hair spiked at a hair salon, wear an eyepatch and a peg leg and walk around thumping and clicking and going 'Arrr!' like a pirate, learn how to play a musical instrument, go questing, set off fireworks to the annoyment of everyone, start a club, start a family, venture off on one of the wide array of quests, or have any number of other fabulous adventures without ever having to fight anything. Using commands you learn gives you experience points, and just standing around gives you a little bit of idle xp. Of course, the fighting system is great as well, with a ton of great NPCs to hack to bits, a wonderful skills system, detailed (sometimes too detailed) combat messages, lots and lots and lots of combat commands, spells, rituals, and whatnots, and a ton of strategy combinations. It's hard to imagine it's been seven years since I first logged on. Through the years, I've seen a continuous series of improvements, from a sophisticated club system, to the rise of player-run guilds, player-run cities, player housing, player shops, nationalities, and an enormous world that spans from one city gate and over a literal ocean to another. There's really no way to list all the features Discworld has to offer, and there's always a new improvement waiting just around the corner. Over the years, I've tried to kick the habit countless times, but I always seem to get dragged back into it like it's a bad drug addiction. Except that Discworld doesn't cost as much as drugs. In fact, Discworld is free! So if you've never connected to the before,...
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I loved Terry Pratchett's books and had tried to play discworld a few years ago, but at that time I was intimidated by the complexity of the world. But (obviously) I tried again some time last year, and I just love it! Even if you haven't read the books, the world is full of quests and challenges that you wouldn't find on most muds. They are all original, and the room descriptions actually change according to the time of the year! (You have to pay close attention to room descriptions, because sometimes they contain clues to quests) The mud has several different channels, and in general, the crowd tends to be semi-decently educated. (By that I mean that swearing is not tolerated, and the playerbase tries to act intellectual ;) [O.k. I'm kidding. Anyway, I mean swearing is not allowed on public channels and there can be some fun pseudo-intellectual conversations occasionally]. Pk is optional, and since one gets exp for existing on the mud, you can choose how you wish to play. You can either go off on mad killing sprees, sit idle and chat, or work on spells, potions or quests. In other words, something for everyone! :)
One of the things about the Discworld MUD that I truly love is the splendid camaraderie amongst players. Sadly the Creators are some of the most rude and impolite I have encountered on a MUD. One time as a newbie (young player) I lost all my newfound gear due to the game freezing and having needed to be rebooted. Ok, I understand that this can happen from time to time. So I log back on, find my gear missing and contacted a Creator. This Creator passed me onto a Liaison. This liaison said to me that there was nothing he could do and he told me to enjoy finding it all again. When I mentioned that some of the items were Quest Related, he said he'd ask someone, and logged off! I waited one hour, meekly approached the same Creator again, who rudely told me to stop 'bugging him.' Thankfully some seasoned players helped me out with funds. Saying that, I am a huge MUD fan and have been involved within these for over ten years now. I honestly feel that is one of the reasons why the players get on so well! Saying that though, the Disc is wonderfully recreated and immense. Those boorish folk sure know how to programme. Shame about the arrogant natures. I must add that these are my own opinions and in no way am I speaking for all my colleagues and friend on the Discworld MUD.
My first impression of Discworld MUD was: WOW! It's incredible. It really is, but you have to enjoy the books to really involve yourself. Even if you have never even heard of Terry Prattchet or the Discworld before, you will find a rich and well developed world, with fun, adventure, and new happenings every day. Join one of six totally player run guilds: Assassins! Warriors! Wizards! Witches! Priests! Thieves! Arm yourself with a myriad of different weapons! Visit many cities, hundreds of towns, thousands of villages! Own a house! Run a shop! Write for the newspaper! Live like a real person!
a must for any practhett fan,captures his humour very well (and even emulates it).Great community amongst the guilds where depending on your preference you can be a lethal assassin or a simple priest that helps people, great in depth gaming which may be hard to become accustomed to but is worth it(plus theres loads've peopel willing to help out) in other words... COME VISIT THE DISC!
Discworld is a great mud, I personally have been playing it on and off for the last 8 years. The world is huge, and its constantly being added to. The people are in general friendly, and you dont have to PK unless you want My favorite part is the skill based leveling system. This means that anyone can eventually do anything, to an extant. Want to be a Thief that can teleport, you can do it! Want to a wizard with 6000hp? Its possible! ALL IS POSSIBLE! Join us on the disc, and give us a hi! we always help newbies! :)
Discworld MUD is like, the best mud ever, text based so no graphics, but its huge! Play for hours, join guilds, run a shop, become a citezen, start a family, magic, assassins, thieves, preists, warriors,EVERYTHING!
change stuff on aluminardi dude
The game is good, though hard to get into. The amount of detail the creators put into the game is impressive, even though some think the creators are mean and evil there. I used to think that, but after some thought they are not, they only make changes for the good of the game, not the other way around. The people on the disc come in different shapes, sizes, and personalities. Most are kind and are willing to help, but others are grumpy and don't like people having fun, so it seems anyway. I found it very good, but I've become bored. If you're a number chaser (which I tried to be) it was repetitive, doing the same thing over and over again. Even though they tried to make it different for you by changing the spawn times and the xp rates. It didn't help, it just annoyed me. I tried to be a roleplayer, but found that boring as I'm not very good at it and didn't find much ropeplaying to do, but I didn't look very hard tbh. But it's a good game and I recommend it to everyone out there. Give it a try and if it's not to your liking, it didn't hurt did it? That's my rubbish review done, have fun! :)
I've been playing the Discworld Mud off and on for the past seven years. The changes over that time have been amazing. If you are fan of Terry Pratchett's Discworld books, you will love being able to visit places from the books and interact with your favorite characters. It is great to be able to discuss the books with fans from around the world and help come up with ideas to bring more of the books to life. If you haven't read the books, you will still find the Discworld quite enjoyable. It seems to offer something for every style of play. There are thieves and wizards, assassins and witches, warriors of many kinds and priests galore. There is role playing for those who enjoy it but it isn't required for those who don't. The world is huge, and there are still many areas from the books that have yet to be developed. I've seen the many guilds evolve and develop over the years and they just keep getting better and better. The best part of the Discworld Mud is the people. You will always get one or two gits in the bunch, but all in all, they are an imaginative and funny group from all over the globe that are a delight to know.
A world that?s so unrealistic you?d almost swear it was based on real life. A place where you can be just about anything you?re little heart desires. -A wily cut throat Thief and have the privilege of being able to relieve other players of their possessions at their inconvenience. -A member of one of the 4 guilds that carry out assassinations on other players by use of lethal poisons, sharp pointy objects, and of course, awesome ninja skills. -A Priest of one of the 7 different deities that bless their followers with the ability to wield a veritable arsenal of unearthly rituals. -A Wizard, where you will be able to use spells so deadly you?ll probably kill yourself before anything else. -A Witch, should you get the urge to fly around on your very own broomstick, gather firewood, and offer girls, who blind people may claim are prettier than you, a poison apple. And if all else fails, you can always become one of the many different types of Warriors; and simply journey to interesting places, meet interesting people, and give them a sound thrashing.
Quite simply the most brilliant and charming MUD I have ever played. Everytime I play, I am amazed at the depth and detail the creators have put into the vast gameworld. There is always a fairly wide playerbase on, most of whom are very friendly, easy going types ready to lend a hand. In fact, this MUD is also the most intuitive I've ever played. It's a snap to learn the basics and get right in the game, even if you've never even heard of a MUD. The gameworld itself, which as I mentioned, is huge, provides some of the greatest variety of any game out there. Many different terrains, plenty of cities with hundreds of rooms, and of course, a variety of guilds, most of which with different specializations within. The MUD also captures the feel of Terry Pratchett's books perfectly, a wild mix of fantasy and humor. Absolutely a must play!
Hello, my name is Sleffie McBing. Make-up artist on "Lost in Inhumation". With Sleff Factor Bathrobefinity, you don't have to worry about a lack of bathrobey goodness. I've been a Discworld addict for about 3 years now. Eventually Sleffie became a 'steady' character, and it is through him in which I've experienced joy, friendship and lots and lots of fun. When I began and I was but an ickle newbie, everything seemed huge and massive, and the Disc is a pretty big place. Loads of areas to explore, lots of weapons to use to bring mayhem to foes (or possibly friends, if you're into that sort of thing), tons of items you can use for.. well... a lot, clothing to wear[1] (including bathrobes! Anybody who'd know me a bit would know about my love for bathrobes) and so on! Anyway, where was I? Oh yes.. starting out! Well, I progressed nicely, or well.. as far as I could tell, and happily chatted on the 'talker channel', which enables to you to talk to lots of other users on the Mud. Eventually I've grown rather fond of the Assassins talker (among others, and various club channels) and I have even gone to various MudMeets[2] and have drunk, been merry and wore my bathrobe. I have tried other muds, which I won't name here because that'd be negative, but pretty much all the Muds I've tried didn't have the same friendlyness as the Disc. I love it! Jay Disc! *cough* Anyway, feel free to have a visit. And if you see "Sleffie McBing" online, feel free to give me a hug, you can be certain I'll hug, tickle or cuddle you back![3] Hubbagles! Sleffie [1] One of the great things about the Disc is that clothing is for show and temperature. Some clothing provides protection too. (the metally kind of clothing, often referred to as armour and whatnot), but you can often wear armour and something over that. Clothing itself doesn't add "+[soandso]" to any skill or whatnot, which doesn't force you to wear specific clothing. You can wear whatever you like, including bathrobes! :D [2]Mudders, alcohol, silly games including cups, bathrobes, pencils, forgetting one particular name repeatedly[4], general niceness! [3]It might be handy to add that your reason for hugging was because of this review, as I 1). Hug people on a regular basis 2). Have a tendency to forget who I hug on a regular basis, and just hug a lot of people. [4]If you're reading, I remembe now! *blows bubbles*
Play Discworld. It will make you hair go curly.
In late 1996 a video game was published for the Sony Playstation named 'Discworld'. It may have had some other subtitle to it, but that's unimmportant. A friend and I were playing through the game and got horribly stuck at some point. All we heard was Rincewind, the main character, saying, 'That doesn't work.' over and over. Those who have played that game probably know where I'm coming from there. My friend and I decided to look up an FAQ site for the game and found the 'Discworld MUD' website. From there I began playing on the MUD. Ever since, I've been completely hooked. I enjoy the lighthearted banter among a playerbase which spans the entire globe on a daily basis. Over the years I've seen the game evolve into something more along the lines of a culture than a game. In fact, I don't know where I'd be without 'DW' as I call it. Well, maybe I'd be outside slowly giving myself skin cancer from the harmful rays of the sun. That doesn't sound like much fun though, does it?
Discworld is one of the best MUDs around. It's easy for a newbie to begin and it's still a challenge for the older players. Discworld is a very fun game that should be enjoyed by everyone. It always brings you back to the computer. Also Terry Pratchett books are some of the best books around. If you haven't read one go to the library,book shop and purchase/borrow one of these very exciting books. Dase.
In 1998 I stumbled upon the Discworld MUD (based off of the Discworld series by Terry Pratchett, though the literature is by no means a prerequisite) and six years later I'm as addicted as ever! The Discworld is a constantly evolving place offering a vast assortment of playing options in what I've found to be the most friendly online gaming environment around. I highly recommend this MUD for those beginning in an online world as well as those looking for a new MUD to become involved with. The Disc is an intriguing, amusing, and stimulating environment that welcomes all variety of gamers.
I just have to say that this mud captures the essence of the Discworld books at every corner. With guilds and an everexpanding world I can't tear myself away from my computer.(Except to read more Discworld books of course) Very newbie friendly yet still challenging enough for older players.
All I have to say is that it's a really really great game, all the characters are so realistic (I personally ran the hell away on firt seeing Mr Tulip). The interaction with the invironment is very detailed and the other players help you through the rough patches :) Come along if you are a Discworld fan ;)
Discworld was the first MUD that I ever played and I was amazed by the number of things that you can do. With 5 completly different guilds, player owned shops and houses, and an advanced combat system. But the thing that amazed me the most was the flavor of the whole world which managed to keep the feel of the entire book series while giving players a flexible playing experience. I have tried other tecknically more advanced MUDs such as Ateolia and stopped soon afterwards because they simply failed to have the unique charm that discworld has. All in all it is a very advanced MUD that makes up for some very minor limitations by being a great place to hang out, chat, PK, and just plain have fun.
I started playing on Discworld 6 years ago. At first I felt pretty overwhelmed - there was so much information that seemed to be coming from everywhere all at once. After taking a break, I came back again and figured out how to earmuff some things and turn off my communication channel, and was able to get a better feeling for my surroundings. Even back then, it was the most developed MUD I'd ever been on: some guilds were completely player run, clubs and families that anyone could start and would last as long as the dues were paid, vaults to store extra goodies. The levels of realism and playability went far beyond anything I had ever experienced before. And it's only gotten better since then! Player owned houses, player run newspapers, player owned shops, player run councils, even more player run guilds. The areas slowly evolve and are even completely changed as problems or inaccuracies with the old ones are spotted and fixed. Guilds have developed more specializations that give players different primaries, different themes, and often different abilities as well. There are 7 priest, 5 thief, 22+ wizard, and 9 warrior specialisations currently, in addition to the Witches' and Assassins' Guilds. As someone that enjoys playing lots of different characters with different abilities (I have over a dozen alts currently) the variety on Discworld is nothing short of divine in my opinion :-) As a creator, it's a great place to learn how to do everything since almost everything is thoroughly documented, and with a lot of experienced coders hanging around, it's usually a simple matter to get answers to coding questions. There are also a number of useful online editors to choose from in addition to the default, which seems to make things easier for a lot of creators. In addition, there's an online basic coding tutorial that many a newbie creator has found to be helpful. To sum up, Discworld is a constantly evolving, constantly improving MUD, even when it's difficult to imagine how it could be any better. Folks are pretty friendly and helpful to newbies that aren't offensive, and even the playerkillers seem to maintain some standards of decency. All in all, a great place to play (or idle) whichever way suits you.
Recently, a friend and I were discussing old times, before the graphics intensive games of today. I mentioned that I hadn't played muds in years, as I got bored with all the running around killing things with no social interaction. He recommended Discworld to me, after affirming I'd read a couple of Pratchet's novels. Although they arn't neccessay, its a blast to see all te book series laid out so nicely. Two things in my mind emerge as distinguishing this mud from the masses. First, the people on there are willing to take time and resources to help any newbie. Second, the system is incredible detailed in description and has pretty good parsing. Ok - the third (I know I said two, but there's lots...) is the classless, skill driven system. I strongly recommend this mud to anyone that wants a good mix of fighting, conversation, and friendly envirenment. Javian
Expansive. The entire place is just one huge marvel. When I began playing, some 5 years ago, I came with the notion that this was some lame obession held by nerds and the like. However, a good friend convinced me to pay and I was able to bring in a few more into the fold. I've lived through several players, but have always found my nitch to be in the Assassin's guild. the creators are great, the players are great, and some of the room descriptions as so funny, they will have you rolling on the flooring wheezing for breath. The place is great, just stop on by and judge for yourself.
This game is incredible! If you like terry pratchett or MUDing you cannot beat this game. If you like both, then like me your going to spend your whole life playing it! PLAY THIS MUD!!!!!
Discworld is a dyanmic and interesting game, we have been open and running for over 10 years and have produced a detailed and intesting game. We have very high standards for room descriptions and detail levels in the rooms. The system is designed to be relatively easy to start in and to get more complicated and allow you more control over all the options in the game as time progresses. So you do not need to know everything about how the game works or all the possible options to succeed and play the game. We have put a lot of effort into making sure that the game is consistent and fits into the Discworld theme. Enjoy the game, Pinkfish.
Since the only two reviews to be written in the past years were both written by players unable to write in clear English (one, I'm guessing, was a non-English speaker, while the other was a Witch), I'll try my hand at writing one of these here reviews. So, on with the review! When I first started playing on the Disc, there was really only one city worth mentioning (Ankh-Morpork, of course), there were no Witches (a plus or minus, you decide), and I was a student Assassin who was dying to graduate (died 4 times and never did graduate). That was 7a (as in '6, 7, 7a, 9') years ago, and I've been playing ever since. So, how does the current Disc compare to the game I first started playing? Well, in the years since then, we've seen the addition of two continents (Klatch and Agatea), the Witches guild, many spells and rituals, a brand new combat system that, among other things, allows you to target bodyparts on your opponent, heartbeat and exploration experience, a terrain system that can seem endless, several languages to learn, deluded weapons (and players!), and a player limit that's risen from around 30 to somewhere around 150+. Character-wise, you can create nearly anything you want, though the only race is human. Join one of the six guilds and gain from their benefits - Be a Wizard, and cast powerful spells that vaporise anyone in the room, while standing safely behind several layers of magical shielding, or give yourself extra arms, turn yourself different colours, create bouquets of flowers, or just give everyone you meet a pet cabbage of their very own. Or, join the Warriors and learn the fine art of killing everything in sight. To Ugh, or not to Ugh, that is the question. Don't want to kill everything and everyone? Be a thief and steal the underwear right out from under your victim's nose. Be sure to meet your quota, but don't go over. Too klutzy to sneak? Try a witch (must be female, so plan ahead or you'll be carrying around a paper bag with your bits inside), say 'Lawks!' far more than is healthy, practice headology, and spread bat guano wherever you go. Not ready to give up your bits? Enroll in the Assassins guild and learn to inhume your contracted victim with class (Don't forget your pink frilly underwear). Prefer to devote your character to one of the many gods of the disc? But which one? Should you follow Sandelfon, the God of Corridors (Beware, corrider shorteners!), or perhaps Gapp, the God of Fine Clothing. Or there's always Hat, the God of Unexpected Guests. The list goes on... Don't want to play a character that fits the stereotypes? Play a warrior who's all brains, no brawn, and a pacifist to boot. Or an Assassin who's too clumsy to sneak. Or a delusional wizard who believes he's a god. Become a thief who owns a large chain of Or...
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I have only played this MUD for about almost a month now. I have read ONE book before doing this, which was where the original interest came from. I can only say that the world of the MUD is HUGE, and there's always new places to find and new cities, towns and villiages to explore. I've been playing for just about a month and I haven't explored half of the city of Ankh Morpork, which is the biggest city of the MUD. The desciptions of the rooms are incredibly detailed and the random messages that you get are highly variated and there's humour around every corner. The choices you have to make during game makes it really individually adjusted. There's 6 guilds, and from there you can specify yourself to great extent. As well as the rooms are highly detailed, so are the items. There's a HUGE amount of different out there, and even similar items can look different in very many ways or be in very many different conditions. All described thoroughly. One thing both good and bad about the MUD are the numerous quests that you can find about all over the place. The bad thing about it is that it's very restricted to speak about quests, and it's easy to get a pissed creator on your neck for talking about a place you didn't even know what quest -related. This is mainly connected to the creators though, not the quests themselves. the quests are both easy and hard to solve, and give various rewards. They can be quite tricky to find sometimes and you have to keep an eye open for deviant events. I, as a newbie, read the quests rules and I can quite one part of it. "You are allowed to tell someone for a hint" Telling meaning to message them privately. I did it the other way, I wrote on a channel asking anyne willing to tell me if they COULD help me. I chose to do this because it can get quite boring messaging 30 people not knowing which of them that can help you. In this case a Creator rudely told me to read the rules, in which I responded that I had and said that I didn't see the problem in them telling me instead of the other way around. To which she responded "which part of the rules do you not understand?" I had earlier commented and said "Ugh what an annoying quest" And after this she said "What is really annoying is players asking the same question more than one time, when being told not to". to which I responded "What's really annoying is creators getting so ticked off over something so small". That was my first interacting with a creator, not the best first impression you might think. It wasn't. Luckily I have met others that have been very kind, but I'd sy it's about 50-50 in the kindness of creators. I think they've had job...
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Oooh, wotchers there our Batty dear! *waves madly* Whorl, I've been playing the mud for some time, though by the standards of many I'm still a clueless newbie (or wet hen). This in itself speaks for the eternal fascination of the place - some of my friends have been around for eight years or more. And during that, time, o'course, I've acquired plenty of wonderful friends (some of whom I now know irl) and even the occasional sibling[1] - our Bathoffina who posted a review before this one is me sister, fer example. Now, of course, I'm hopelessly biased, but there are innumerable reasons for this - or rather, as many as there are rooms in the game[3]. Most of these have already been enumerated by the other reviewers, but I will add: - Nationalities, languages and accents. Learning a language, then practising it over time on the inhabitants of the region until you speak it perfectly (though with a forn accent, natcherly). - The witches guild! Not that I'm biased, mind ... - The beginnings of an economy. Goods and services provided by players of different skills to keep up a healthy circulation of cash (the thieves' guild does its best, too). - Wonderful, fluffy creators. - The whole of Bes Pelargic. Those creators are geniuses *fluffs our Etain*. - The fact that, even today, I'm always discovering more about it. - Evil cabbages of doom! As to previously mentioned tensions between the cre/player cases .. well, there is rather a division in perception there. But you can't just blame the creators there. Most of them are genuinely fluffy people who do their best for the place because they love it[4], but y'know? Players DO complain a lot. :) And that gets wearing, and widens the gap. Analogous to the occasional relationship between the witches guild and everyone else. Try this several times a day and do your best to remain civil: wossname tells you: giv me free tea now i am a newbie kthxbye!!!11!!! You tell wossname: Sorry, dearie, this is a new character and can't brew yet. wossname tells you: where r u???? You tell wossname: Whorl, my old character's locked out atm, and given I can't fly ... wossname tells you: y do u all hate me??? You tell wossname: Not a clue, dear. wossname tells you: [expletive expletive adjective expletive]!!1! You nod amiably at wossname. >tell wossname: You might find politeness gets you further here, dearie. People respond wonderfully to that. >wossname is ignoring you and will not have seen your tell. [5] Aaaah, the rich, wonderful world of customer service! But to counterbalance this: (inertia) Nayeli: i love you guys. *snuggles our Nayeli* Susannetta d'Almaviva Brindisian witch [1] Choose your own relatives, folks! It's wonderful![2] [2] Aaaah, footnoting - another grand feature of the mud! [3] yes, including sur. :) [4] And MOST actually do some work from time to time. *eyes Chug* [5] That is actually a pretty accurate rendition a...
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I've been playing this mud since well into 11th grade (about 5 years ago) and it never ceases to amaze me. The Guilds are very well thought out, and new ideas come in and get implemented frequently. You turn a corner and there's always some humour you never expected! The creators have done an excellent job, and I can't stress enougn how wonderful the MUD is. Pinkfish, and the rest of the Discworld Team - Keep up the good work, you've got many loyal mudders hooked for the rest of thier lives :) Many thanks for mister Pratchett, for providing the inspiration for this mud. Wombling on forever, Aunty Bathoffina the Witch, Enchantress
i can think of only one word: INCREDIRIGIMABLE!
i have been playing on this mud since 1996, and I am still interested. I love this MUD!
I've been playing Discworld for about three years now, and I've seen its ups and downs. There are many positive things about the MUD, such as its rather large size, its witticisms and unexpected surprises coupled with humorous rooms and players, but I have found that despite a new continent and another city being added, the MUD has gone, to a certain extent, downhill. Many of the better items that were around have been discontinued from production, making it hard on players to compensate for not being able to have them and creating an imbalance in power and money to the players that still have them after they have been discontinued. Downgrades are evident in many places, and have ultimately driven a number of players away from the MUD. I've noticed that the creators seem more irritable these days as well, and that they seem not to care much for the general well-being of the player populace in respects to negative bugs. I've seen occasions where beneficial bugs have cropped up in the system and were quite literally fixed within hours or even minutes, whereas many of the negative bugs I have seen are still around from two or three years ago. The monetary system is also quite buggy, even after the creators have looked into it several times. I have seen logs of posts on guild boards, such as this excerpt from the Wizards' guild board: "I've had a bad day, so you all get to suffer." That one was made by a creator for the Wizards. Many of the creators seem to take out their frustrations on the playerbase, either through direct action, downgrades, or the creation of NPCs that victimise the playerbase. To be fair, some of the creators I talk to are nice. However, not all are nice, and many dislike the players and even threaten players who are persistent in trying to get their problems taken care of. One incident I would like to cite took place about a month ago with a fellow wizard and a High Lord whom I will not name. The wizard had intended to place a bid for a house in one of the main cities, but was not able to place a bid in the real estate office. The only way onto this list is to, supposedly, kill the real estate receptionist. He sent a letter to the administration, asking why he was on the list, as he hadn't killed the receptionist (believe me, folks, I know this guy, he's not stupid enough to kill someone he'd try to buy from). The only high lord that responded told him, in the course of multiple mails, that the player was A) totally wrong and at fault B) guilty of killing the receptionist by reason that he was on the list and C) going to be severely 'dealt with' if he pursued the issue. Now, I might be a little naive, but that sounds a lot like the are...
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"Oh dear" and "What a shame" are the only real phrases that can sum up the degradation of the creator-base in Discworld. I'm not sure when it started, but in 2 years, while the game itself has improved beyond recognition, to probably the best produced MUD around, the relations between creators and players and the coding psyche in general have taken a swift downturn, almost cancelling out all the hard work. Let's start on a positive though. With the introduction of two sprawling cities in the last year, the creators have been working hard to code what they want, and luckily the players are generally satisfied. It's that satisfaction which has led to a generally friendly atmosphere within the player base. Well, if you punctuate. For Discworld is a very popular MUD among the consigenti, the intelligentia, and thus people who are willing to use standard English. Yet those using SMS spk can seclude themselves away in little clubs. That gives an impression of croniism, but in the player base that's not apparent. Certainly, the club system allows like-minded people to have conversations without the prejudice of their peers/seniors. In some aspects, it is a very friendly MUD to be on. But, alas, as with all large organisations, inefficiency and break-down in relations have reared their ugly heads. In a few cases recently, players have been suspended from the MUD by rules which are not written down - often to do with something that provides no benefit or disbenefit to anyone, that are just throwaway rules. Because of the individual nature, these suspensions often revolve around certain commands unique to this MUD. In a way we should be thankful for that. Another problem is in several bad hiring decisions in my own opinion. A player, who we shall call D, was recently forced to start his character from scratch, having been a very strong 60 day-old character. The reason for this? A few creators (and defnintely more than one) had decided to pick on D, removing priveledges, suspending him, deleting his inventory, and finally deleting him. One creator was fired, but has since been re-employed. However, I'll finish on the customary light note. If you're willing to avoid the mild corruption in the system - many of the coders are very nice, and honest people, you'll find a friendly MUD, a well-built one, and one made popular by a fantastic player-base. Just exercise some caution when dealing with coders. My last bit of advice? Don't ever, EVER, complain, becuase in my experience those in charge will take it as a personal insult, and you wouldn't want that. Mr Anonymous.
I have been playind discworld MUD for a while now, and i am pleased to admit i am addicted. It is my first MUD, and my favourite. The best thing about the MUD is the atmosphere. If ever a newbie needs advice, they can ask on the specialised newbie channel and obtain 10 or more responses. There are talker channels for each guild as well, and each guild bonds together to form a tight group (with some friendly rivalrys occouring between guilds due to this!) The MUD is massive. I have been playing with various characters for a few months now, and I still haven't even scratched the surface of this involving MUD. And now is the best time to start playing. As well as the established citys of Ankh-Morpork, Sto-lat, and Knot-Lip-Khin (thats right, _three_ cities), and a generous smattering of small towns and villages, a whole new continent has just opened up. The city of Bes Pelargic on the Counterweight Conternent has recently opened it's doors, allowing players more oportunities for exploring (and in my case dying!) in new and exciteing ways. I could go on about the involving quests, the hilarious emote commands and the intracate combat experiences, but I'd better not- The Discworld is calling...
I LOVE this MUD. The thing that really attracts DiscWorld to me, and I would expect, the majority of the players, is that it's absolutely hilarious! The humour from Pinkfish is sublime, but a lot of the people who're online are very very funny. By looking at some of the quotes pages, and knowing some of the characters of the people, you begin to chuckle at almost anything said. There is a lot of people too, and a great interaction medium which is miles ahead of other MUDs, in particular Realms. The playing system, the only negative point, is quite inhibitive to first time MUDders, and a lot of the older players are quite frosty towards the ignorants. However, I find the experience system and scores system quite fascinating. It also helps that the world and names of places were originally invisaged by Pterry. The 100-odd creators, roughly 3% of the playing population, don't have such a hard job, but acquit themselves magnificantly. Some of the areas, in the GIGANTIC world (and it is huge, believe me I find little places all the time) are sublimely coded. The room chats are very good, often hilarious. The battle system can be a downside, with the strengths of the attacks quite confusing (I mean, which is better, fillet or kebab). The quest system is a strength yet also a weakness. A while ago, quest sites were put up of the web, offering solutions. Sadly, these quests no longer carry the rewards, nor the satisfaction, but some can be quite good. All in all, the MUD is very funny and a sheer pleasure to play.
I think this MUD is one of the best ive seen.A lot of hard work has been put into making it and I think it was time well spent.There are so many quest's and different things to do.It also includes hundreds of different items,eg. a yo-yo with no real but but for a laugh or a short sword for stabing and the like.It also has a lot of details put into ,i mean i never knew there where so many things in the human body that where just waiting to be pulled out.It's great fun and i think you should try it weather your a fan of the books or not.
Whan i first went onto this site, it was my first ever MUD, and it is still the best one i've ever visited, the sheer variety of the commands and the detail of the scenery to the way commands are executed is sheer class. Brilliant!!!
This is a class MUD. If you have ever read any of the Discworld books by Terry Pratchett you will love this MUD, as you will meet many of the main characters and recognize man of the areas you can visit. It is a very light hearted MUD with very helpfull and frienfle Creators and players. I would recommend this MUD to most everyone. I'm addicted :)
Discworld, the MUD of dreams. Discworld is the ideal MUD, for players new to MUDs or old to them. You can limit yourself. By becoming a player-killer you can run about engoying killing all other player-killers, for those who are experienced of course. Then you can also NOT become a player-killer and engoy your life just dealing with Non-Player-Characters, meaning that you are safe from anyone better in the MUD than you hacking you to bits. And the wide range of characters on the Disc is great. You can be involved in magic (Witch/Wizard) or be an assassin, thief or warrior With all these choices this game is bound to glue you to it. All the more, the different characters all have proper choices, if you're a witch you have ALL the choices a witch can have, you can even learn to ride a broom. And with the other guilds you can choose your character to have all the options off that guild as well. This MUD is a game you can keep on playing, for a VERY VERY long time. Tons of quests keep players playing all the time, they are still adding the occasional quest to keep the game going (although I don't know ANYONE that has finished ALL the Discworld quests). The Creators are also great. They listen to everything you have to say and then try to help you in the fullest. They don't just say, "Oh, OK. I'll get back to you as soon as possible" And then you never hear another peep out of them, they try to deal with problems on the spot. And if they can't and say they need to put you through to a High Lord or a better Creator they DO Even though there are some other great MUDs, after going to them I ALWAYS came back to the Disc So after this I hope I have given you the most helpfull info on Discworld MUD as possible. If you have any more questions you would like to get answered go to the Discworld homepage and e-mail some of the creators and ask them. And if you don't want to do that, e-mail me at: dragons_firey_breath@yahoo.com and ask away. Yours Anselm 8)-|-<
Brilliant!! This MUD is easy to use, keeps you entertained and gives you a real feel of the Discworld. If the disc was real, I reckon this is how it would be. This MUD is a must be for fans of Terry Pratchet's and must be for anyone else too. I bow down to the creators.
Discworld is a mud with many wonders. One of them is its ability to create a consistent environment, without ever taking itself too seriously. Its quirky humour, even about itself, is what has always brought me back, even after trying out quite a few other muds. Even though the role-play here may not achieve high literature standards, I ended up prefering a Discworld witch who flies into a cow because she is too drunk to steer her broom properly, over the sour and stern role-players I have met in many other places. Another wonder is the way Discworld has niches for just about any kind of player. You can be the standard hack&slash-type player or playerkiller, but the storylines of Discworld also provide many opportunities for role-play. The immense complexity of the mud can keep explorers and investigators busy for years. Discworld is one of the few muds I have ever been to that offers you possibilities to really play without having to kill everything in sight, yet still have the feeling that you are achieving something. (Although yes, the killers make to to the top score boards a lot faster.) The possibilities for non-hack&slash play are getting bigger all the time, which has enriched the place a lot, in my view. The diverse player styles mean that there is always the opportunity to change your style playing when you are looking for something new. And if you still manage to get bored, then a career as playtester or creator lay within reach. Third, the creators of Discworld are responsive and approachable. There are usually a few dozen of them online at any point, actively developing new stuff to play with. These people actually listen to players, collect ideas and feed-back all the time, which leads to quality expansions that are usually immediately popular with players. Incidentally, this also has created one of the major downsides of the game: a relatively small group of players uses this openness of the creators to constantly whine about changes, perceived imbalances, unfairness, etc. Thus the public debate on the bulletin boards is suffocated in most unfortunate discussion of game mechanics and in politicking. The immense complexity of the game means that balance issues can be debated ad nauseam. I guess you can avoid all of that if you just ignore the boards, but it goes seriously at the expense of in character collective communication. E.g. a bulletin board for a guild is typically to overwhelmed with game mechanics to address guild politics. To round up, here some of my personal favourite features: write a book and get it printed, run a shop, own a house and decorate it (soon), make pottery, set up a business by selling various kinds of tea, run your own organisation, set up a family, become a member of the governing board of your guild, engage in the politics of a town council, design your customised gear,... ...but always with a wink and a smile. Cheers ...
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I've played this game on and off for about 6 months now, and I have to see its the most entertainment I've ever found online. The game is great, very accurate in comparison to the books. The people on this game are some of the nicest I've met, and the game itself is absolutely massive. I doubt I've gone through more than half of it. Its simply the most addicting game I've ever played!
After five years, the game is still great. Literally Thousands of Uniqe Locations where someone even as old as me can still appreciate finding new and unexplored locations in the game. Extreamly hillarious NPCs, Quests and Locations that will have you in fits of laugher on the ground in no time, and thats not to mention the all round nice atmosphere that most of the players and creators help create. Only down side is, development is slow (though everything is well tested before it comes into the game which means a VERY bug free environment compared to nearly every other mud I have played on) but on the good side, when new locations/areas do come into play, they arnt talking one or two rooms, they are talking WHOLE continents and cities with long, thoughtout descriptions and quests to match. Huge player base, Over 250 players on at one time from all over the world. Limited playerkilling makes the game fair and easy to start on, not to mention helpful players and creators. Keep up the good work.
Though new to the MUD World, I am not new to the text adventure genre. I was very surprised to find (or was I) my most favourite imaginary [Disc] World imoratlised by electrons. This is a breath taking development, and I am astonished at the attention to detail that the guys and gals at discworld.imaginary.com have provided for us mere mortals. Hats off to you all. Please do not stop developing! I only have one complaint, though - the lag can be a bit hefty, sometimes. Also, a salute to the God of Gods on the Disc - Terry Pratchett - DON'T STOP WRITING.
This is quite simply a phenomenal mud. It's massive, I still have no idea how many rooms there are and the detail in every room is quite unbelivable, it seems as if each room/item discription is unique, and maybe they are. Aside from that there is humour lying at every turn, from random room chats, to mad npc's drooling on you, you frequently find yourself chuckling while trying to be serious and cool in your new shades. The attention to detail has also made it's way into the clothes and items, important for some, and you are able to find any type of garment, weapon, armour or jewellry you desire, if you're prepared to look. A very healthy playerkilling scene, with healthy inter guild rivalries, adds another dimension to mud that already works on as many levels as the series of books that it's based on. I doubt if it's possible to get bored of this mud once you're hooked, and I will probably find it difficult visiting new muds in the future, any time away from the Disc will probably be to visit friends on my old muds and tell them what they're missing. Womble on.
i have played this game for about 6months i am not a very powerful character or well known but i do think tht this mud is one of the best ive played it is entertaining but involving at the same time i am curently a member of a club dedicated souly to helping newbie's and i think that it is a good idea to have this club which a lot of other mud's lack all in all i give it 10 outta 10
I came across this little MUD we all call home a few years ago when i first got regular access to the internet. It was found doing a search for Discworld. As i was new to the whole internet thing i hadn't the faintest idea what a MUD was, but i gave it a try none the less. Three years on and im still hooked, which doesn't say much for my social life. If your anything like me, when you first enter the MUD you'll feel way out of your depth, with a lot of information to find out and so many places to visit that it makes you want to lock yourself in your room for at least a week. Thankfully there are plenty of helpful people around that will show you the ropes. So long as you get yourselves the maps you should be ok. Anyway, before this turns into a guide to the Discworld, ill get on with the review. The Discworld can be a great place to spend the free time you have at home, but i'd still rather watch Neighbours *coughs*. With over a hundred people on the MUD at a time and only about 1/4 of them gits, its a great place to be. With a choice of six not so equal guilds to join there is a wide range of skills and abilities to be nurtured. The range of items available is one of the better things on the MUD, in my opinion, where else could you kill Gaspode the talking dog with a Dictionary of Cussing? I've tried other MUDs...none can compare with this one. Of course there are bad points too, although i'll not go into them as the creators tend to like us to sit down nicely with out hands in our laps. Anyway, check out the MUD and you'll see why we love it so much. Cavrone. *Yes sir, coming sir, don't banish me sir...what's that for sir?....ow!*
Having played this MuD now for almost a year, and recently having been promoted to the Creatorial Administration, I have to say this is the best MuD I have found. Reasons: 1) Lots of players. This really makes a MuD, and the discworld often has over 150 on at one time, with a playerbase of over 2,000. 2) Lots of unique rooms. These are not rooms just generated by a script, with the same crappy description, these are rooms that have been created with great care and attention. Stand still, and little things happen. Humour is around. 3) Frogs! Wombles! Fluffy Sera! [note: injoke. Join the mud to find out :)]
This MUD displays the great quality and style that a MUD requires. It combines enthralling and interesting game play with fun and laughter. It is based around the excellent novels by Terry Pratchett: The Discworld Novels (obviously). Saying that it takes place in a mysterious fantasy land would be wrong. It has been made so real that it is like an alternate reality. The MUD itself has taken the ideas and concepts of the novels and has made a land anything might just happen to you. The MUD is a giant place. In fact giant is wrong. How about stupendously, enormously, unnaturally large. There are whole continents to explore in this realm, each with towns and cities, each city with buildings and homes in them, each building with many rooms, each room with people, things and other things in them. Everyone on the Disc is a friend, willing to help their fellow humans to survive. Join guilds: Thieves, Wizards, Priests, Witches, Warriors or Assassins. Buy and sell weapons and magic items. Fight all types of different species. Interact with players from all over the world. But most importantly, enjoy the darn place. The Discworld MUD has provided all the elements needed to keep a MUD interesting. It has anything that the next best MUD has: fighting, interaction with the environment, excellent communication methods, restricted player killing, coding and editing for your own needs. The MUD has removed all the things that get annoying and tedious, like eating things, sleeping and anything that players don't want. Then the creators of the MUD couldn't think of anything else we might 'need' or 'not need' so they added things for our own enjoyment. Anything you can think of you can get on the Discworld. There is sex, drugs, alcohol, violence and comedy on the Disc. If you are tired with your own MUD or want something exciting and new, try this MUD for an amazing experience. Thankyou for your time. Oben from Heaven.
Magic, Hack and Slash, Covert tactics, Healing, Brewing potions, Picking pockets, Working for the Newspaper, Keeping Shop, Chatting, Paid Assassinations, Internal Politics, Getting drunk, Socialising, Visiting Foreign places, Flirting, Puzzle solving, Jail breaks, Clans and Clubs, Marriages, Divorces, Wrestling, Exploring and mapping. The above is just a tiny sample of what 131 people are doing on Discworld right now. Guess what, this is a quiet night. The diversity has to be seen to be believed. So many different ways that one game can be played.
I haven't played a huge number of muds, but i've been on a few... i used to drift between them quite regularly, but when i found this one... i kinda ended up staying put... Of all the muds i've played, it is both the best and the most confusing. Be warned, it not only has (in some places almost classic) Terry Pratchett humour, it also has an amazing level of detail. If you can get past the initial... landslide... of sheer stuff, (for example, the main city, Ankh-Morpork, is the largest city i've ever seen in a mud... it must have over 500 rooms or something, FAR too many to count... and it isn't the only city... there are more!) and manage to get your footing, you will find there is a huge layer of detail underneath the top layer of... astounding detail! I could go into many examples, but, for example, there is the combat system... large quantities of different weapons, with different skills for blunt, pierce, sharp and unarmed (with some weapons being a combination) togeather with extra attack commands, parry, dodge, combat tactics, group tactics, and even combat attitutes. Although i'm sure it has contemporaries on other muds... i suspect that they would have just that, and not so many other wonderful thingies... like (and i can't remember even half of them) over 450 different soul commands (preset emotes, some with more than one form of use) plus your own emote commands, and some item based emote-like commands like yo-yos, musical instruments (one of which a weapon) and frisbees... all nearly useless, but great FNU!!! (mispelling intentional... play it and see *grin*). Thats what the main focus is on this mud, fun. I may be a little biased, being a discworld fan, but, discworld or no, i have yet to see a mud that is more enjoyable, nor one that combines so many good elements into a cohesive, effective, and impressive whole.