I used to wonder at the wealth of Mesa when I was a newbie. I was kinda jealous as heck when I'd see him narrate stuff like that.granit wrote:[
You never got to meet mesa huh? haha, Herons for sale!
Why do we MUD?
Re: Why do we MUD?
Re: Why do we MUD?
all the points made in this post i have to agree with. one reason that hasn't been mentioned is the stress relief. i can log on, and do whatever and just get away from RL for a bit.
Re: Why do we MUD?
Goals. It's the challenge. Had someone told me that I would be a Gaidin back in January of 2018 I would have called them a liar. Since then I've made several new goals and have accomplished many of them.
Exploring: Yes, there are pre-made maps...but those just give you a general idea of the area. And they sure as hell aren't 100% complete. I practiced 99 search and found SO many hidden rooms that weren't mapped and it's a thrill to discover something that maybe only a couple people in mud history knows exists.
Risk: Most modern games lack the risk that this game provides. Oh, I died. Better respawn and try again.
In wotmud you LOSE EVERYTHING when you die. If you weren't fortunate enough to build a kit and store it, you're stuck starting over from scraps.
Starting over isn't fun...but the risk of losing what you've worked hard for adds a whole different level and adrenaline to this game that you just cannot find from any others.
Quests: I absolutely love quests. Trying to puzzle out a mystery based on very little clues makes me actually THINK in real life. If you're bored as Aes Sedai, I say make a new channeler if you haven't done the Accepted Mobol quests. Some are very good. It's also pretty much my only reason to make a character Master, so that i'll get a master quest. The Gambler quests have the same appeal. Lion Warden's murder mystery quest was fantastic as well. Anything that's more involved than "go here, kill XYZ"
People: This one may be over-said, but I genuinely enjoy talking with these people. I had never actually gotten to know -anyone- until this past year. I played with a few but never knew anything about them beyond what their character had done.
Exploring: Yes, there are pre-made maps...but those just give you a general idea of the area. And they sure as hell aren't 100% complete. I practiced 99 search and found SO many hidden rooms that weren't mapped and it's a thrill to discover something that maybe only a couple people in mud history knows exists.
Risk: Most modern games lack the risk that this game provides. Oh, I died. Better respawn and try again.
In wotmud you LOSE EVERYTHING when you die. If you weren't fortunate enough to build a kit and store it, you're stuck starting over from scraps.
Starting over isn't fun...but the risk of losing what you've worked hard for adds a whole different level and adrenaline to this game that you just cannot find from any others.
Quests: I absolutely love quests. Trying to puzzle out a mystery based on very little clues makes me actually THINK in real life. If you're bored as Aes Sedai, I say make a new channeler if you haven't done the Accepted Mobol quests. Some are very good. It's also pretty much my only reason to make a character Master, so that i'll get a master quest. The Gambler quests have the same appeal. Lion Warden's murder mystery quest was fantastic as well. Anything that's more involved than "go here, kill XYZ"
People: This one may be over-said, but I genuinely enjoy talking with these people. I had never actually gotten to know -anyone- until this past year. I played with a few but never knew anything about them beyond what their character had done.