mu*index
reading
theme
MUSH, MUD, MUCK, MOO — WHAT THE WORDS MEAN  [orientation]
Four words for four traditions, none of which is a genre. What they actually
tell you.

Every one of these words names a family of server software, not a kind of game.
That is the single most useful thing to know about them, and it is why "is this
a MUSH or a MUD?" is so often answered badly: the honest answer is usually both,
and the question you meant was about the culture.

MUD

The oldest term, and now the broadest. It began as Multi-User Dungeon — Bartle
and Trubshaw's 1978 game — and by the mid-nineties was the umbrella word for
every text-based multiplayer world.

Used narrowly, it means the DikuMUD and LPMud lines: servers built around
levels, combat, equipment and an area file describing rooms a builder wrote in
advance. If somebody says "I play a MUD" and means something specific, this is
usually it.

The listing can show you each line on its own: the DikuMUD games
[/games?lineage=DikuMUD] and the LPMud games [/games?lineage=LPMud].

MUSH

Multi-User Shared Hallucination, from the TinyMUD line. The defining property is
not the theme but the softcode: MUSH servers ship a programming language players
use from inside the game, so a player with build permissions creates rooms,
objects and behaviour without touching a source file or restarting anything.

That one design decision produced the culture. MUSHes tend to be sparse on
automated systems and dense on human ones — staff-run plots, written scenes,
application processes — because the people playing are also the people building.

PennMUSH, TinyMUSH, TinyMUX, RhostMUSH, CobraMUSH and AresMUSH are all in this
line and none of them says so: MSSP has no MUSH value to publish, and all but
PennMUSH publish no MSSP whatsoever. Grouping them is therefore something we do
rather than something we read, which is why the MUSH games [/games?lineage=MUSH]
is marked derived wherever it appears.

MUCK

A TinyMUD descendant like MUSH, with its own softcode (MUF, a Forth-like
language) and a strong tradition of social and furry-fandom worlds. Technically
close to MUSH; culturally distinct enough that people who play both would not
describe them as the same thing — the MUCK games [/games?lineage=MUCK].

MOO

MUD, Object-Oriented. The purest expression of the "the game edits itself" idea:
nearly everything in a MOO is written in the MOO programming language by the
people using it, from inside. LambdaMOO is the ancestor, and MOOs have
historically been as popular in education and research as in games. The MOO
games [/games?lineage=MOO].

SO WHAT SHOULD YOU ACTUALLY ASK?

Three questions do more work than the four-letter word:

1. Is there combat, and is it automated? This separates the Diku/LP line from
   the TinyMUD line more reliably than any name.
2. Who builds? Staff-only, or anyone with a build bit?
3. Is play scheduled or ambient? Appointment-based scenes and posed roleplay, or
   log in and go?

The listing on this site can answer part of the first question for you: the
codebase we measured for a game tells you which tradition its server comes from,
and the lineage facet is that answer made filterable. It cannot tell you the
culture, and this page will not pretend otherwise.

One caution about that facet, since this page is where somebody will meet it.
The codebase is measured and the lineage is not: it is our grouping of what a
game told us, carried under its own label — derived — beside measured and
declared. Where a codebase has no uncontested parent it is left out of every
lineage rather than filed under the nearest one, and several of those games
agree with us in their own words, publishing FAMILY Custom.

See also
  You want collaborative roleplay — /reference/collaborative-roleplay
  How to connect — /reference/connecting
  PennMUSH — /reference/codebases/pennmush
  AresMUSH — /reference/codebases/aresmush
  MUCK — /reference/codebases/muck
  MOO — /reference/codebases/moo
  Evennia — /reference/codebases/evennia