what_s_a_moss
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| what_s_a_moss [2026/06/27 07:19] – created appledog | what_s_a_moss [2026/06/27 07:32] (current) – appledog | ||
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| - | x | + | = What's a MOSS? |
| + | Good question. It stands for **Multi-user Object-oriented Shared Sandbox**. But what is it? | ||
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| + | == Two family trees | ||
| + | Multi-user text games split early into two branches that barely touched for years. | ||
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| + | **The combat lineage:** MUD1 --> AberMUD --> **DikuMUD** / **LPMud**. Goal-driven RPG worlds: levels, monsters, combat, loot, areas. Here the world is built offline: DikuMUD loads area files written outside the game; on LPMud, wizards write code in their own directories. There' | ||
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| + | **The social / creative lineage:** **TinyMUD** --> **MUSH**, **MUCK**, **MOO**. Built around presence, conversation, | ||
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| + | If the signature of the MUD is the fantasy setting, combat, level advancement and sense of adventure/ | ||
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| + | == Where DIG comes from | ||
| + | The **dig** command was introduced by **TinyMUD** (Jim Aspnes, 1989). | ||
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| + | It carried a genuinely new idea: a player, standing inside the running world, types a word and a new room springs into being; already wired to where they' | ||
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| + | **dig** was adopoted by every kind of world-building MUD after TinyMUD. I didn't know that when I wrote it, and I have never actually played a MUCK, MUSH or MOO before -- but, it makes a lot of sense as a command name, doesn' | ||
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| + | == MUSH vs MUCK vs MOO | ||
| + | Within that branch, building is common to all three. What actually separates them is the in-world programming language: whether, and how, ordinary users write // | ||
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| + | * **MUSH** (PennMUSH, TinyMUX): " | ||
| + | * **MUCK** (FuzzBall): **MUF**, a Forth-like language living on objects. | ||
| + | * **MOO** (LambdaMOO, 1990): fully object-oriented: | ||
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| + | == So where does MOSS sit? | ||
| + | My experience is with the classic MUD. JediMUD. CircleMUD. Medievia. But my idea has a lot in common with the MUCK/ | ||
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| + | MOSS can **dig** rooms and shape zones live (see [[How to Build]]) just like a TinyMUD. But we don't have an in-world programming language, and the spirit of the world will become remarkably Diku (that' | ||
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| + | That combination of TinyMUD' | ||
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| + | A few MOSS paradigms won't find in the classics: | ||
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| + | * **Draft / commit:** a dug room starts as a draft you can walk around in, and becomes permanent only when you **commit** it. A staging step the old systems never had. | ||
| + | * **A browser, not telnet:** you play MOSS over the web, not a 1990s terminal. | ||
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| + | == The road ahead | ||
| + | The name promises " | ||
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| + | == So... what's a MOSS? | ||
| + | It's the thing you just read about: a world you build from the inside, arranged into areas, with combat and character development, | ||
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| + | So, what's a moss? Go to [[How to Play]] and explore! Because as Ensign Harry Kim once said, //" | ||
what_s_a_moss.1782544740.txt.gz · Last modified: by appledog
