REFERENCE
Hand-written, single-author, and versioned in git. The prose here is ours; every
number beside it was measured by the crawler and is recomputed on each request.
This is not a wiki, and there is no way to edit it from this page.
START HERE
How to connect
/reference/connecting
A host, a port, and telnet. What the address on a game page means and what
to do with it.
MUSH, MUD, MUCK, MOO — what the words mean
/reference/mush-mud-muck-moo
Four words for four traditions, none of which is a genre. What they actually
tell you.
You want collaborative roleplay
/reference/collaborative-roleplay
If what you are after is writing scenes with other people, this is the short
path — the codebases to look for, a client that will not fight you, and what
to expect on your first night.
CODEBASES
AresMUSH
/reference/codebases/aresmush
A modern roleplay server written in Ruby, with a web front end and scene
tools built in rather than softcoded.
CircleMUD
/reference/codebases/circlemud
The DikuMUD derivative that was documented well enough to teach with.
Enormously forked; still running.
CobraMUSH
/reference/codebases/cobramush
A PennMUSH fork with its own division and power model. Small deployment,
still answering.
CoffeeMUD
/reference/codebases/coffeemud
A MUD server in Java, with the largest MSSP report of anything we have
probed and an unusually broad protocol surface.
DikuMUD
/reference/codebases/dikumud
The root of the combat-MUD family. Levels, classes, equipment and area files
— and a licence that shaped a generation of derivatives.
Evennia
/reference/codebases/evennia
A Python framework rather than a finished game. Two Evennia games can have
nothing in common but the plumbing.
FluffOS
/reference/codebases/fluffos
The maintained MudOS successor, and the driver most surviving LPMud games
run on. The game is written in LPC, not in C.
MOO
/reference/codebases/moo
Object-oriented, edited entirely from inside, and as much a research and
teaching platform as a game engine.
MUCK
/reference/codebases/muck
A TinyMUD descendant with its own Forth-like in-game language, and a social
culture distinct from the MUSH side.
PennMUSH
/reference/codebases/pennmush
The most widely deployed MUSH server. Softcode, a long release history, and
one of only two codebases in our survey that answer both MSSP and a
pre-login WHO.
RhostMUSH
/reference/codebases/rhostmush
A MUSH server known for a deep permissions model and a large built-in
function set. No MSSP; answers a pre-login WHO.
ROM
/reference/codebases/rom
Merc's best-known descendant, and the combat engine a large share of
nineties MUDs were built on.
SMAUG
/reference/codebases/smaug
A Merc derivative built for large themed worlds, with deities, planes and an
area set several times the size of its parent's.
tbaMUD
/reference/codebases/tbamud
The maintained continuation of CircleMUD, and the usual answer to "I want to
start a Diku-style MUD today".
TinyMUSH
/reference/codebases/tinymush
The ancestor of the MUSH line, still running games. It taught this crawler
that its own negotiation bytes can break the next command it sends.
TinyMUX
/reference/codebases/tinymux
The other big MUSH server. Softcode close enough to PennMUSH's to argue
about, no MSSP at all, and a pre-login WHO that works.
CLIENTS
Atlantis
/reference/clients/atlantis
A macOS-only client, long-lived and long in beta. Its scripting is
documented as no longer working, which is the one honest "no" in this
section.
BeipMU
/reference/clients/beipmu
A Windows client aimed at the MUSH side of the hobby, with screen-reader
support in the output window and Pueblo rather than MXP.
Blightmud
/reference/clients/blightmud
A modern terminal client in Rust, with Lua scripting, built-in
text-to-speech and a screen-reader mode that announces itself to the server.
Mudlet
/reference/clients/mudlet
Cross-platform, Lua-scripted, and the client with the most thoroughly
documented screen-reader support in this section.
MUSHclient
/reference/clients/mushclient
The long-established Windows client. Five scripting languages, a plugin
architecture that most of its protocol support lives in, and a release
history that has slowed.
Potato MUSHclient
/reference/clients/potato
A cross-platform Tcl/Tk client written for MUSH players. Good encoding
support, and a documentation set that says nothing at all about most
protocols.
TinTin++
/reference/clients/tintin
A terminal client with its own scripting language, on every platform
including phones, and a documented screen-reader mode.
TinyFugue
/reference/clients/tinyfugue
The classic UNIX terminal client. Upstream has not released since 2007; a
maintained fork carries it forward.
VIP Mud
/reference/clients/vipmud
A commercial Windows client built for blind players from the ground up. It
names seven screen readers — and publishes almost nothing about its protocol
support.
PROTOCOLS
ATCP
/reference/protocols/atcp
GMCP's predecessor. Out-of-band data with a looser payload, largely
superseded, and still negotiated by servers that never removed it.
CHARSET
/reference/protocols/charset
RFC 2066's telnet option for agreeing an encoding. The reason a game's
accented names survive the trip, and the source of some subtle failures when
it is absent.
GMCP
/reference/protocols/gmcp
The Generic Mud Communication Protocol — structured JSON messages alongside
the text, and the out-of-band channel most modern clients build against.
MCCP
/reference/protocols/mccp
Stream compression. Cheap, widely deployed, and the protocol that produced
the most instructive bug in this project's history.
MSDP
/reference/protocols/msdp
The Mud Server Data Protocol — the same job as GMCP, done with a compact
binary encoding and a discovery mechanism GMCP lacks.
MSP
/reference/protocols/msp
The MUD Sound Protocol — the server names a sound file and the client plays
it. Old, simple, and easy to confuse with two other things.
MSSP
/reference/protocols/mssp
The Mud Server Status Protocol — how a game tells a crawler about itself.
Everything it reports is declared, not measured, and this site keeps the two
apart.
MXP
/reference/protocols/mxp
The MUD eXtension Protocol — HTML-like markup in the text stream, giving
clickable links, images and forms. Widely specified, unevenly implemented.
Pueblo
/reference/protocols/pueblo
The older HTML-in-a-MUD scheme, from the client of the same name. Still
supported by MUSH-side clients, and routinely confused with MXP.
TLS
/reference/protocols/tls
Encrypted connections. Usually a separate port rather than a negotiated
upgrade, and the one capability on this site we verify by connecting rather
than by asking.
TTYPE and MTTS
/reference/protocols/ttype
How a client tells a server what it is and what it can do — including, if
the client chooses to say so, that a screen reader is in use.