As a sort of PTW, but also to address points that have been made or otherwise raised, can I point out that it was a recommendation within the
Discworld MUD that brought me into Dwarf Fortress. Might be worth advertising the return trip, once more.
The graphics are better within the imagination, IMO, when (as there is with the above) there's as much or as little textual description as you're willing to read (and there's maps aplenty of the often hugely-expansive environments, both in-game and
and externally maintained). Surely not too much beyond the reach of an afirmed Dwarf Fortress fan.
But, if nothing else, it's a social environment with like-minded people (in at least one area) that you can run alongside your own pursuits (of many kinds), so long as you don't mind searching for the best fit of size of MUD environment, player-base, flexibility of play-style and perhaps opportunity to contribute. That's going to be the sticking point. I can't really dedicate myself to more than three simultaneous forum social-lives at a time, and MUD-playing eats into that. But no more than
any in-depth graphical MMORPG game would; possibly less as you can better tile across the available screenspace.
The problem for MUDs is that of keeping their respective (and/or shared) community numbers ticking over, I suspect. There are just too many superficially more attractive entertainments online, these days, compared to a quarter of a century or so ago, when there were fewer people online but proportionally far, far fewer distractions to divide them. (And I've yet to find a decent MUD client for Android/etc, under the limitations of interface, compared with the comparative ease of MUSHClient on a desktop, which probably also shaves off a large percentage of potential players, even if they
could now play 24 hours a day, even on the bus...)