Hello! I am currently seeking a MUD to play, as the ones I currently play have became somewhat boring. Here are a few guidelines to follow what MUDS I seek:
1:
No stock mechanics - Quite simple and straightforward. Stock mechanics are quite boring and muds which posses non-stock and unique mechanics are much more better than non-unique.
Examples: limb health system (used in Lost Souls, Stillborn, Accursed Lands, Dartmud and to some extent in Elephant MUD and Cthulhu MUD), Dwarf Fortress-esque health system (used in Stillborn and Harshworlds), multiclassing or class-less system (used in Alter Aeon, DartMUD, Accursed Lands, Roleplay Intensive MUDs and all MUDs that replace classes with guilds (such as 3Kingdoms or Dune)) and intersting guilds that determine the character's build, provide guild-specific helpfiles and changes the prompt in combat (or sometimes outside of it, used in 3Kingdoms, 3Scapes, CLOK (-prompt and helpfiles), Lost Souls (-prompt) and Dune) 2:
Friendly playerbase and staff - Events from mostly 2014 and 2015 has caused me to look for MUDs that are more newbie-friendly on the social side, which also include staff/wizards/immortals/whoever maintains and creates content on a given MUD. I have a rather poor tolerance for intolerant pepole, and usualy leave a MUD for some time once first signs of hate have been noticed in the community against my person.
3:
Easy access to guilds in guild-based MUDs - I am a person that wants to hop in a guild, test it for a while and then either stay or leave and test another one (a practice known as guildhopping). Muds which require roleplay to join a guild and further roleplay to advance in it usually require you to possess a sufficient amount of game knowledge to even be considered as a possible applicant (and this "lore collection" takes about a few months or a year, depends on the MUD), and after waiting (usually) a month or so, get potentially rejected. Applications are usually submitted in the form of an essay or a motivational letter which take around a hour to write. Advancements are even longer, potentially requiring an entire lifetime to get to the best and most powerfull skills a guild has to offer. For this reason alone, I avoid playing those muds, as I want to be an PLAYER, not an ACTOR.
Examples: Xyllomer, Geas and Genesis4:
No roleplay enforced MUDs - Pretty straightforward, I understand players play to become one with their character, disconnect from the real world and enter the fantasy world their character lives in. Some enjoy roleplay, I do not as I would like to play and explore the game's mechanics, combat and crafting systems, not to study game lore (which Ill quickly forget) and think about what I will say next without attracting unwanted staff attention.
Examples: Roleplay Intensive MUDs, all MUSHes, all MUXes and some MOOs.5:
Easy access to information about the game's mechanics, information on how to join guilds and non-prohibited quest solution sharing. - I would love to know what is the most optimal build, how to join a guild, what are good newbie builds or most importantly - how do I complete quests? I can understand that the game doesn't want to reveal it's secrets, this encourages the player to actually discover the game mechanics on it's own. I can not understand however why some games cannot share quest solutions, and thus find quest info sharing prohibition to benridiculous.
Examples: Lost Souls, 3Kingdoms, 3Scapes (prohibits quest info sharing) and HellMOO.The above points are merely guidelines on what muds I seek. They are not hard-lined rules and thus you can recommend MUDS who do not follow one or few rules stated above. All propositions are welcome!
Those who wonder why I haven't posted this on TMC forms: the reason is that I do not know the answers to some verification questions TMC asks for (such as what a MUSH is, or what is 4 times 3 plus 8/2 all squared ((4*3 +8/2)^2). Correct answers are required o all of them to register, and me, being unable to answer them in a correct way, have been forced to post this here.