Accursed Lands
Encyclopedia
Accursed Lands, abbreviated AL, was a MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...

, a text-based online role-playing game, founded in 1996 and operating until 2011. It was an early example of the "Roleplay Intensive MUD", or RPIMUD, style of game.

Setting

The game was set in the post-apocalyptic world of Terrinor, where a dark-ages level of technology predominated; the setting reflected low fantasy
Low fantasy
Low fantasy is a term used to describe a variety of works within the sub-genres of fantasy fiction. Low fantasy places relatively less emphasis on typical elements associated with fantasy, setting a narrative in real-world environments with only vague elements of the fantastical, sometimes just...

 and gothic horror themes. The game's history told of a cataclysmic event known as The Breaking, which took place during a war between the kiisic and rowan races. A corruption of magic, the Black Blood, was an enduring product of this event. Chaotic and largely uncontrollable, the Black Blood was feared by most inhabitants of Terrinor.

Concepts

In accordance with AL development as an RPIMUD, the game's rules and game-mechanics placed a strong emphasis on roleplaying over powergaming
Powergaming
Powergaming is a style of interacting with games or game-like systems with the aim of maximising progress towards a specific goal, to the exclusion of other considerations such as storytelling, atmosphere and camaraderie...

. AL has been noted for having automated game systems in place where many other roleplaying-focused MUDs rely on human mediation.

Players were allowed only one character at a time, and were expected to roleplay this character to the best of their ability. An appropriate and expected behavior was for players to provide rewards to each other for accomplishments rather than relying on the game to do so.

Game characteristics

Accursed Lands was a text-based game with a parser that tried to understand standard English
Standard English
Standard English refers to whatever form of the English language is accepted as a national norm in an Anglophone country...

. For instance, the player could type examine third man to look at the third man of a crowd. Accursed Lands used a classless
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...

 system: players may practice and learn any skill they see fit for their character. As the player character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...

s practiced, their chances of success in that area increased gradually. The only way to gain proficiency in a skill was through practicing that skill. Skill game mechanics were hidden from the player. The player was provided with a subjective measure of his character's skill, relative to what his character would perceive as the racial averages. This was done in order to preserve the player's immersion as well as to reduce the temptation to focus on skills above roleplaying.

When players met for the first time they did not know each other's names. To recognize each other later, they needed to find out the other's name and "name" them as such. Also, since skills build gradually with practice, it took time to become good at doing things, and some characters got better faster than others, due to their natural abilities. Most races had only two arms, and could therefore only hold two items at once, though wearing items such as backpacks or pants that have pockets allowed them to carry more items. The more weight a person was carrying, the slower they moved; a greater burden meant they had a more difficult time completing certain actions.

Movement was affected by the type of terrain a character was traveling through; each terrain had its own creatures, and some items could only be found in certain land types. A player's altitude and the height of things around them affected their field of vision, and different land types have different smells and sounds associated with them.

Accursed Lands provided two ways of looking at the player's surroundings: the wilderness view and the room view. The room view displayed a description of the room and any people or items that happened to be present. This was the default view while in a town or other location of interest. The wilderness view was an ASCII representation of the surrounding area and land types, as well as any locations of interest that are within view. Both views were dynamic: the viewer's capabilities and other factors, such as the level of ambient light, caused the view to be displayed differently to different viewers.

The Accursed Lands world contained over six million ground level rooms, as well as rooms above ground level (in the air or in trees), below ground level (underwater), and in an underworld (cave system) that constantly grew, due to the ability of players to dig their own tunnels. Most of these rooms were generated automatically by AL wilderness server.

AL wilderness rooms differed according to the type of terrain they represented. They ranged from open desert and plains to thick forests and large mountains. Each type had its own properties, items, native animals, sounds and smells. All terrain types affected the viewer's field of vision and speed of movement, some provided food or drink, and others shielded players from the sun or provided firemaking materials.

When players entered a location of interest, such as a settlement, the game switched to local room descriptions for easier exploration. These locations usually provided things like houses, NPCs
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...

, libraries in which to study, shops to purchase or sell goods at, shops to rent so players can sell goods they find or craft, and resources to use in crafting.

Game economy

The game economy was player-focused. Players could craft items such as weapons, armor, musical instruments and decorative items. These could be sold in towns or traded with other players. Economic skills such as hunting, gathering and logging could be used to earn money. However, money is not a necessity, as food and drink could be found in the wilderness.

Peer ratings

AL featured a peer rating system, which allowed players to rate others as either "good" or "bad" in two categories: their In Character (IC) contributions via their role-playing, and their Out Of Character (OOC) contributions on the game forums, via the chat communication channel, and by aiding new players. Every bad rating was accompanied by a suggested topic from the MUD's documentation, which was expected to indicate to the player how he or she can better contribute to the AL world. As a number of races were difficult for new players to play well, a positive peer rating was required to create characters of these races. This system was intended to promote a high quality of roleplaying and OOC interaction.

Races

The world of Terrinor was populated by seven playable races:
  • Aquaepurae were bipedal omnivores capable of living on both land and in water.
  • Bramen were slim, bipedal herbivores with hairless bodies and large floppy ears, reaching a height of about two meters.
  • Goblins were a small, scrawny race of bipedal omnivores with voracious appetites.
  • Halaks were bipedal carnivores, averaging about one and a half meters in height. They had feather- and down-covered bodies, two strong wings, and a sharp beak.
  • Humans wee a large, strong race of bipedal omnivores, reaching an average height of slightly under two meters. They tended to be social, though they lack the organization to create many large-scale governments; most human cultures remained quite barbaric and are never fully united.
  • Moloks were hairless, bipedal omnivores, reaching an average height of about a meter and a half. They were broad and muscular, with vaguely rodent-like features and a thick tail.
  • Mysrrae were fur-covered, bipedal feline carnivores, displaying many colors and patterns of fur.

Technical infrastructure

Accursed Lands ran on the MudOS
MudOS
MudOS is a major family of LPMud server software, implementing its own variant of the LPC programming language. It first came into being on February 18, 1992. It pioneered important technical innovations in MUDs, including the network socket support that made InterMUD communications possible and...

 game driver and used a highly modified Lima Mudlib
Lima Mudlib
The Lima Mudlib is an LPC framework for building multi-user role playing games. It was originally written for the MudOS game driver by Zachary "Zakk" Girouard, Tim "Beek" Hollebeek, Greg "Deathblade" Stein, and John "Rust" Viega...

. Its code was derived from that of DartMUD
DartMUD
DartMUD is a well-known MUD, or online text-based fantasy role-playing game, started in 1991 at Dartmouth College. It pioneered several interface and game play innovations which were later used to greater popular success by games such as Ultima Online....

, where its founders had been developers.

Reception

Accursed Lands was voted the RPIMUD Network's MUD of the Year for 2006. This became the subject of some controversy, as the committee that operated the RPIMUD Network after the departure of its founder Wade Gustafson attempted to revoke the award.

Shutdown

Accursed Lands went offline in June of 2011 due to hardware failure leading to data loss, and lost its hosting provider. Backups were recovered, but staff indicated that there were no plans to reinstate the MUD, citing a lack of volunteer support.
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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