Argh, just lost half a post. >.>
First thing first, you sound like you are coming from a MUD background. MUDs are almost always (lets say 99.9%) precreated worlds, with the players having no hand in creating the world at all. A large part of a MUCK is that world creation is more accessible to players. People will make and customize their own houses, et cetera. I believe this is a big part of the fun. Why do I think you come from a background of MUDs? Look at the bottom of your post.
Actually I come from more of a MUCK background, but as I programmed my system from the ground up, it falls somewhere inbetween the two, thus my constant use of the term MU*.
Let's move on to your first point.
There already are Star Trek MUDs out there, one which, would probably be a bit more comprehensive than this. You don't want to make a Star Trek and Dwarf Fortress MU*, since you'll be draining the Dwarf Fortress aspect to put into the Star Trek one, which will be lost effort, because the other MUDs will have beaten you to the cake. So to speak.
I have no intention of making a Star Trek world myself. It was *just a example*.
And yes, I realise DF and ST where not your only examples, but I figured it would be easier to use them, since you said them.
The idea is that the players and the Bay 12 community will have a hand in building the worlds. If someone wants to make a world and he's a good builder, he should find some friends and then contact one of the admins, who will give him a world portal from the world central. I will definitely have a hand in creating worlds, but other people, should they prove good builders, will be allowed to help out. I hope this answers your question.
Okay, I'll try and strip off all the vaugeness of the point here.
I like the idea of players acting as builders, if they can. However, if a player wants to build a Star Trek world, why don't they go and make their own MU*?
That way, the MU*-- Sorry, MUCK's community is much more focused on what they're doing. Splintering the community, sadly, does not work very well. And I'm saying this from experience.
Second point:
Number one, there are so many fur-only MUCKs out there (seriously, there are at least two dozen) that I'm sure people who want a all-fur environment will move there.
Number two, since I wrote that first post, I've had a idea for this. If I get enough volunteers I can establish a furry area/world where furry characters are allowed and encouraged. There would of course still be non-fur worlds where people like me can play without the furry people. Hope this answers your point.
All this does is state "standard practice" and evade my point. (I'm sorry, I'm not saying you're going out of your way to avoid me, but you've answered a question I wasn't asking.)
The Bay12 community is very intergrated between "fur" and "non-fur".
Again, in an attempt to clarify my posts.
Rather than creating hundreds of seperate worlds to water down the direction of the mud, and seperate the community, it makes more sense to me that we just have the Dwarf Fortress world that doesn't have the discrimination between the genres.
Some people plays Dwarves, some people play Elves... Some people play as Tigermen Tribesmen.
I am almost always running windows. Like, 99% of the time. I'm pretty sure that I could host it as long as there are only a small number of players, especially since text only games don't put as much load on your CPU as, say, a Minecraft server would. Also, hosting it myself would only be a temporary measure. I hope to eventually find a way to get it onto a more reliable host, but for the beginning I'm pretty sure that hosting it myself will work just fine.
In that case, there's two questions I have to ask. Why is OSX on there at all? (Alright, this question isn't as important. It probably shipped with it or something.)
But more importantly, if this is a standard home computer, why is it on 24/7?
...And, for the love of all that's holy: Take a look at
this site.