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    From kyonshi@21:1/5 to All on Fri Dec 23 12:22:11 2022
    XPost: alt.fan.pratchett

    https://www.theguardian.com/games/2022/sep/28/we-can-continue-pratchetts-efforts-the-gamers-keeping-discworld-alive

    ‘We can continue Pratchett’s efforts’: the gamers keeping Discworld alive

    A text-based, multiplayer role-playing game based on the works of Terry Pratchett, the Discworld MUD has been in constant service for 30 years
    Worlds within worlds … some of the the Discworld novels Terry Pratchett.

    Rick Lane
    Wed 28 Sep 2022 08.00 BST
    Last modified on Wed 28 Sep 2022 08.01 BST


    Sir Terry Pratchett’s Discworld has a long association with video games.
    Not only was the author himself a fan of Doom, Thief, and The Elder
    Scrolls, but the relationship between his satirical fantasy world and
    video games goes all the way back to 1986’s The Colour of Magic – a text-adventure adaptation of Pratchett’s first Discworld novel. Later
    games based on Pratchett’s work include 1995’s Discworld, a notoriously difficult adventure game voiced by actors including Eric Idle and Tony Robinson, and 1999’s Discworld Noir, a 3D detective game where you play
    as the universe’s first private investigator.

    But the most ambitious Discworld game in existence is not officially
    associated with Terry Pratchett at all. The Discworld MUD is a
    text-based “multi-user-dungeon” – an early form of online role-playing game where everything from places to in-game actions are described in
    words. Created in 1991 by David “Pinkfish” Bennett, the MUD has been in consistent service for over 30 years, and today offers the most detailed depiction of the Discworld outside of Pratchett’s books. Not only does
    it feature most of the key locations, from the city of Ankh-Morpork to
    areas such as Klatch and the Ramtops, it has seven guilds, player-run
    shops, and countless quests and adventures featuring many of the
    Discworld’s most notable characters. It even has its own newspaper.

    “I have a long, long history of falling into things by accident,” says Jacqui Greenland, one of the six administrators who oversee the MUD’s operations. Known in-game as Sojan, Greenland has been associated with
    the MUD for most of its history, first logging on while at university in November 1992. At the time, it was known as Discworld 3, one of several Discworld-themed MUDs in operation. Indeed, the first that Jacqui heard
    of it was when a friend told her: “Don’t bother with Pinkfish’s Discworld, because it’s crap.”

    It’s true that back in 1992, it was was nothing like the vast and highly intricate game that it has become today. It was a small, unremarkable
    fantasy adventure that happened to be set in Ankh-Morpork. “It had
    nothing that made Discworld Discworld,” Greenland says. “It was fairly generic.”

    But then, it received the grace of Terry Pratchett to continue
    development, after the author declared his awareness of these projects
    via a UseNet post. “He said ‘This is an offer, if you promise never to
    make a profit, and you write me an email, I’ll send you an email giving
    you permission’,” Greenland says. “David Bennett’s got that email somewhere.”

    This permission acted as a catalyst that spurred on Discworld 3’s other unique attribute: a community that was as interested in creating quests, characters and storylines as it was in play. In her 30-year involvement
    with the MUD, Greenland only spent nine months as a player. “I had these ideas about what could be added, and in the end, someone just said ‘I
    can’t be bothered listening to you tell me what to do constantly, so I’m just going to promote you to creator so you can do it yourself.’”

    Since the MUD’s creation in 1991, over 800 people have contributed to it
    as creators, writing new areas, character dialogues, quests, guilds,
    item descriptions, and much more. Today, it has over 12m lines of code.
    For context, the Witcher 3 – regarded as one of the best RPGs ever made
    – has between one and two million lines of code.

    This isn’t the only indicator of the Discworld MUD’s scope. One of its veteran players, who goes by the username Quow, provides a quickfire
    tour. “There’s something like 20,000 individually crafted and detailed rooms, each with room objects and room chats, and then somewhere around
    16m terrain rooms filling up much of the Disc between those places,” he
    says. “We have Djelibeybi and Ephebe in the Klatch deserts, Genua, well described from the Witches books, Bes Pelargic in Agatea, all the quaint
    little villages in and around Lancre and the Ramtops in general.”

    Arguably more remarkable than the MUD’s size, however, is the detail in
    which players can read about and interact with the Discworld. “I
    remember what impressed me most about it to start with was the depth of
    the implementation,” says Kake, one of the MUD’s current creators, who joined in 2004. “If there was a street with a tree in it, you could look
    at the tree, which might tell you something about its branches, and then
    you could look at the branches, which might mention a bird’s nest, and
    then you could look at the nest, which might tell you it had eggs in it
    – however far you went down there was never an error message claiming
    that the thing you were trying to look at wasn’t there.”

    It’s a level of detail that any fantasy game would be proud of. But the Discworld is no ordinary fantasy realm. Pratchett’s work blends satire, parody, allegory and sociopolitical commentary, all in a highly
    distinctive comedic tone. It would be a difficult style for any
    individual to replicate, let alone a loose collaboration of creatively
    minded gamers. So how do the MUD’s creators approach the tricky prospect
    of adapting Pratchett’s style?

    The answer is that they don’t. At least, not specifically. While the MUD
    is set in Pratchett’s Discworld, it isn’t intended as a one-to-one adaptation of his work. The layout, for example, is based on officially published maps of the Discworld. But there’s also a lot of stuff that
    you won’t find in Pratchett’s Discworld. “Our focus these days is more
    on keeping the game fresh, interesting, fun, and well-balanced,” Kake
    points out, “using our own imaginations and ideas about what new things players will enjoy.”

    Greenland states that the MUD’s approach to humour derives as much from
    the influence of David Bennett as it does Pratchett’s own writing. “The zany sense of humour, bizarre bits and pieces, that all came from David Bennett,” she says. Indeed, since Pratchett’s death in 2015 (and
    arguably for some time before that), the chief source of inspiration has
    been the community’s own interactions with the game they’ve built. The
    MUD is ultimately a role-playing game, and RPGs thrive on the overlap
    between play and creation.

    Take the two in-game newspapers. One of these, the AM Daily, is edited
    by a player known simply as Jeanie. “The AM Daily is published once per month, and you can buy a copy of the current edition from newspaper
    boxes and characters, or subscribe and have it delivered each time a new edition is published,” she says.

    The paper covers events that have happened in the game through the
    month, with stories ranging from game updates to guild activities and player-run events. It’s similar to a community blog that a developer
    would run for any modern game. But the fact it’s published inside the
    MUD by players themselves, means that stories often interweave with the game’s own fiction. “There was an excellent fictional serial story
    that was set in the city of Ephebe as found on the MUD,” Jeanie says.
    “You could follow the steps of the story’s protagonist and find the
    artisan he met or the taverna he went to for a glass of wine.”

    Perhaps the most enduring influence Pratchett’s work still holds over
    the MUD is the author’s progressive and inclusive outlook. For example,
    there is a relatively large proportion of blind players, so it has been
    updated multiple times to make it compatible with screen-readers. The
    creators also continually update some of the MUD’s older rooms, where
    humour or descriptions manifest as lazy stereotyping or punching down. “We’re not trying to make an exact copy of the books, but rather to
    create a world inspired by Pterry’s work,” Kake explains. “It’s clear from reading his books that he carried on learning and growing
    throughout his life, and I think we as creators can best continue his
    efforts working to eliminate racism, fatphobia, transphobia, and other prejudices from our game.”

    It is not an online utopia. Like any online community, it encounters
    issues with harassment and abuse, and combating it requires an active
    stance. “Most of my input these days is being the boogeyman no one wants things escalated to,” Greenland says. I ask her how often such problems
    come up. “Not that frequently. But even once a year is too much for me.”

    Players’ commitment to maintaining and updating the MUD is a big part of
    why it has remained active for so long, despite the huge advancement and proliferation of video games during that time. The community isn’t as
    large as it once was, and its founder David Bennett hasn’t been involved
    for over a decade. But you’ll still find the Discworld being explored by
    50 to 100 players at any one time, and it is still being updated, with
    the day-to-day operation overseen by a new generation of administrators
    such as Aristophenes and Pit.

    Greenland herself doesn’t play or create much these days. Instead, she
    keeps the lights on, running and maintaining the server on which the Discworld’s thousands of rooms, hundreds of player-characters, and
    millions of lines of code are housed. I asked her what’s kept her
    involved for all this time.

    “I don’t know why I keep on doing it, why I keep having that passion,” she says. “I’ve literally spent a whole day of a holiday in a foreign country, remotely logging in to start bringing the server backup online, because it died. I have an attachment to the place that I developed at university 30 years ago, and it’s never left.”

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  • From Kerr-Mudd, John@21:1/5 to kyonshi on Fri Dec 23 13:02:04 2022
    XPost: alt.fan.pratchett

    On Fri, 23 Dec 2022 12:22:11 +0100
    kyonshi <gmkeros@gmail.com> wrote:

    https://www.theguardian.com/games/2022/sep/28/we-can-continue-pratchetts-efforts-the-gamers-keeping-discworld-alive

    ‘We can continue Pratchett’s efforts’: the gamers keeping Discworld alive

    A text-based, multiplayer role-playing game based on the works of Terry Pratchett, the Discworld MUD has been in constant service for 30 years
    Worlds within worlds … some of the the Discworld novels Terry Pratchett.

    Rick Lane
    Wed 28 Sep 2022 08.00 BST
    Last modified on Wed 28 Sep 2022 08.01 BST
    []

    Well, I never knew that.
    How do you connect?

    Hah

    http://discworld.starturtle.net/lpc/

    --
    Bah, and indeed Humbug.

    --- SoupGate-Win32 v1.05
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  • From kyonshi@21:1/5 to John on Fri Dec 23 15:07:03 2022
    XPost: alt.fan.pratchett

    On 23/12/2022 14:02, Kerr-Mudd, John wrote:
    On Fri, 23 Dec 2022 12:22:11 +0100
    kyonshi <gmkeros@gmail.com> wrote:

    https://www.theguardian.com/games/2022/sep/28/we-can-continue-pratchetts-efforts-the-gamers-keeping-discworld-alive

    ‘We can continue Pratchett’s efforts’: the gamers keeping Discworld alive

    A text-based, multiplayer role-playing game based on the works of Terry
    Pratchett, the Discworld MUD has been in constant service for 30 years
    Worlds within worlds … some of the the Discworld novels Terry Pratchett. >>
    Rick Lane
    Wed 28 Sep 2022 08.00 BST
    Last modified on Wed 28 Sep 2022 08.01 BST
    []

    Well, I never knew that.
    How do you connect?

    Hah

    http://discworld.starturtle.net/lpc/


    I think there's even a few places in the MUD that allow you to read and
    post to alt.fan.pratchett

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  • From Andy Valencia@21:1/5 to kyonshi on Sat Dec 24 06:52:31 2022
    XPost: alt.fan.pratchett

    kyonshi <gmkeros@gmail.com> writes:
    A text-based, multiplayer role-playing game based on the works of Terry Pratchett, the Discworld MUD has been in constant service for 30 years
    Worlds within worlds--some of the the Discworld novels Terry Pratchett.

    Speaking of long-running MUD's, Ragnarok is still around: rag.com:2222

    It has to be in that age range, and it started from the even older
    SquintMUD (running illicitly on Sequent.com's servers in its first
    days). Whew has the world changed since then!

    Andy Valencia
    Home page: https://www.vsta.org/andy/
    To contact me: https://www.vsta.org/contact/andy.html

    --- SoupGate-Win32 v1.05
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