Multi-User Dungeon
AKA "MUD1," "British Legends"
United Kingdom
Independently developed
Written in 1978 for a DEC PDP-10 at the University of Essex
Date Started: 12 June 2026
Date Ended: 27 June 2026
Total Hours: 20
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
The original Multi-User Dungeon combines the attributes and leveling of an RPG, the text interface and parser of Zork, and multiple other players who can help you, fight you, steal from you, and kill you. The result is a tension-filled, chaotic experience as many players simultaneously explore The Land, solve puzzles, gather treasure, and gain points—all with the goal of making it to the "wizard" level with its consequent immortality and administrative powers. MUD spawned an entire genre and remains fun to play today, although a decrease in the number of users and stricter moderation means that modern users don't quite get the original experience.
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I remember when an
episode of NCIS engendered widespread derision for introducing a character who holds "the high score in virtually every massively-multiplayer online roleplaying game." The absurdity of such a statement comes first from the idea that MMORPGs are all about a "high score," as if they're all just complex games of
Pac-Man, but also from the idea that there was enough time in a single person's lifetime to master all of them.
MUD, ironically, does have scores, but it also demonstrates, at a very early age in the lifetime of multiplayer games, the time commitment necessary to master even one. I invested about 20 hours in the game over these three entries, and I barely scratched the surface of its puzzles. I spoke to one of the game's original players, now a wizard, who has thousands of hours in the game, and he says that there are puzzles that even he hasn't solved.
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| A view of The Land from the west, from Richard Bartle's web site. |
Even getting to wizard status is harder than it first appears. I discovered through my conversations with existing wizards and administrators that it's not just a matter of making 102,400 points without dying. (Even that's harder than it seems, since treasure decreases in value as your rank goes up.) That just qualifies you. To make it to permanent wizard status ("perm. wiz." in the lingo), you get apprenticed to an existing wizard and quizzed in the game's puzzles. There might be even more requirements that I don't know about.
These types of things make me feel better about my decision to exclude multiplayer games from my list in the first place. My experience with MUD and
Legend of the Red Dragon (1989) a few years ago have been positive, but they've also shown me that multiplayer games would be progress-killers—and not just because of the time commitment. MUDs and MMOs naturally have societies, and with those societies come norms, language, and cultural mores. We've had to tiptoe around a few of these in our explorations of MUD, including being careful about spoiling all but the most introductory puzzles. (I do want to emphasize, though, that no one explicitly told me this was necessary, or suggested that I wouldn't be able to continue to play if I published any secrets.) The wizard I spoke with told me that the existing wizards will put characters in limbo (an actual place in the game) or kill them outright, if they violate rules like playing multiple characters at the same time (including killing your own characters for the points), abusing other players, and "passing information to other players," although this latter violation must be loosely enforced since plenty of wizards passed on information to me (again, though, only for introductory puzzles). Overall, mastering the game means making it a part of your life and identity in ways that is never really true for single-player games.
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| An article from a 1984 issue of Micro-Adventurer claims that MUD is moving to the United States because phone calls are cheaper there. |
Another reason that it's good for me to have excluded MMOs is that it's virtually impossible to recreate the original conditions of the game. This is true for single-player games, too, but playing on modern computers with emulators mostly just avoids a lot of frustration. In the case of MMOs, the games are continually updated and the original versions lost. We've seen that as far back as the PLATO system, on which it is no longer possible to play the original versions of
Moria, The Game of Dungeons, or
Orthanc. In the case of MUD, thanks to information I received from Viktor Toth (current owner of British-Legends.com) and a PDP-10 version that commenter
Rob turned up, we know that the Elizabethan Tearoom is a late addition and the mausoleum puzzles have changed (a forum on British-Legends.com has a historical archive of them). An entire second area of the game, called The Valley, was available for a while, then not. Special Telnet clients have made the interface easier. Even its name has changed over the years; according to co-creator Richard Bartle (we exchanged emails last week), it has been called
MUD,
MUDD: Multi-User Game of Adventurous Endeavour,
Multiple User Dungeon,
British Legends, and of course the name that I've been using.
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| This screenshot of a 1985 session (from the book An Introduction to MUD) shows that the longer name was being used as early as 1985, anyway. |
We also can't recreate the social conditions of the original game, as much as I tried with "MUD Day." According to my wizard correspondent, back in the 1980s: "There was no safe space. There were often people waiting to kill you as you entered, and people willing to kill them when their stamina became low." This type of behavior would be punished on the modern server.
None of these factors have anything to do with the game's quality, of course; they're just explanations for why I'll mostly continue to exclude MMOs and regard them as "N/A" for their winning conditions when I don't.
I spent a few more hours with the game after MUD Day. Recognizing that I was never going to "make wiz," I concentrated on at least finding my way to the shipwreck at sea and the northwest island. And I did! It turns out that an area of "slippery rocks" that I assumed all led to death was in fact a maze, and solving it led (finally) to a boat. There were a lot more deaths to be had at sea, simply by going in the wrong direction, but there are hints to get the player through this additional maze. Eventually, I set foot on the shipwreck and then, later, on the island. A sign warned of a dragon, but I never met him. I just picked up some nice treasures, tried to leave, and found that getting safely home isn't just a matter of reversing the directions I used to get there in the first place. I eventually decided I was satisfied having made it to this far-flung area.
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| On the northwest island. I finally found a broadsword! |
Before I quit, though, I spent some time with the idea of scripting exploration, taking advantage of the fact that if no one is on and you sign out, the game resets. Then you can just sign in and do it again. The following sequence, for instance, is worth about 500 points:
W. E. E. E. N. N. N. N. E. SE. [Enter all the solutions to the Mausoleum puzzles.] N. GET ALL. S. W. GET ALL. E. E. KILL ZOMBIE. GET ALL. W. SW. GET ALL. NE. S. GET ALL. N. SE. GET ALL. SWAMP. SWAMP. SWAMP. SWAMP. SWAMP. SWAMP. SWAMP. SWAMP. SWAMP. DROP ALL.
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| My top score. |
But that only works if you're the only person in the game, and even then little variables can screw it up. Also, I don't think you can type more than about 10 consecutive commands at once.
I
knew that MUD really wasn't the game for me when I found myself getting
annoyed that other players were present while I was trying to map. I
kept thinking, "Why won't he go away and let the game reset?" and "Why
is he talking to me?" Elaborating on the first question, on a couple of
occasions, I joined the game to find users logged in but clearly not
playing (the game does not kick you off for inactivity). They were just
sitting in one place, their users probably having left the terminal
emulator running while they went off to do something else. I had fun
dealing with my annoyance by STEALing from them.
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| Gameplay in MicroMud (1988) for the Commodore 64. |
What I really want, I thought, as I kept slowly filling in my map, is an offline version of MUD, like
Zork,
but with MUD's leveling and combat. It turns out that not only does
such a game exist, but also that I played it eight years ago! It's
called
MicroMud (1988).
I came across my own entry while searching for information about the
game. I even made a map, which is still in my "recents" list in
Trizbort. I can't believe it. I have absolutely no memory of playing
this game or writing about it, although its existence does explain why
even as I started MUD, I had a vague sense of the directionality of
major areas.
By the time MicroMud was
published by Virgin Games, MUD had become an industry. Creators Richard
Bartle and Roy Trubshaw had founded Multi-User Entertainment (MUSE),
and they were operating the original MUD for CompuServe (which renamed it British Legends) and a sequel
called MUD2 (1985) for British Telecom. (There were eventually at least half a dozen versions of MUD2 running on different systems.) Because MUD was a commercial product, it had been deleted from the University of Essex system, but a variant called MIST was still running there.
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| Duncan Howard's book (1985) helped new players get used to the game. |
MUD obviously became a category-namer for a large number of other games with similar characteristics. Most of them were created by people who experienced the original, though at least one, Scepter of Goth (1983), seems to have been developed without knowledge of MUD but with the same inspirations (RPGs + Zork). Other games often given as MUDs like Drygulch (1980) and Island of Kesmai (1982) were multiplayer RPGs but without quite the same interfaces. My understanding is that a proper MUD needs:
- A text interface with a noun/verb parser.
- Detailed descriptions of rooms.
- Inventory puzzles.
- Experience and leveling.
In other words, Zork with RPG mechanics. (I've read of MUDs that don't have experience, that focus heavily on interactive storytelling or interaction between players, but these almost always have other names and are recognized as "branches of MUDs" rather than MUDs proper.) Authors have developed hundreds of these MUDs on local networks as well as the Internet at large all the way through the current day. Naturally, in popularity with online players, they have been eclipsed by MMORPGs.
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| This 1995 publication shows that there was still a market for MUDs into the Internet Age—along with MOOs, MUSHes, and MUCKs, apparently. |
I explored a bit of MUD2, but it's harder to get registered for that one, and guest players are restricted in what they can do. From what I can tell, it uses the same (or a very similar) map as MUD, but it has some interface improvements like colored text, keyboard shortcuts, and additional commands.
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| The title screen for MUD2. |
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| And a bit of the gameplay. |
A GIMLET of this game completely misses the point, but because I always
offer a GIMLET for a numbered game, I went ahead and completed one. It
earned 26, which is pretty solid for a 1978 game. I rated it highest in
"NPCs" (5), substituting actual NPCs with the way in which you interact
with other players (I've done this for other online games). I gave 4s
in "encounters" (for the puzzles, but also some monsters that require
special solutions) and "Gameplay" (nonlinear, replayable). I gave a
miserable 19 to MicroMud, and I'm surprised to see that with that game, I gave a 0 for "Game World" (I gave 3 here). It might not have a backstory, but it holds together nicely as a world, and you can't say that the player's actions aren't felt.
If you want to learn more about MUD from a single-player experience,
including spoilers to a lot of the puzzles, I highly recommend Nathan
Mahney's six-part series from 2018-2019 (
starting here).
Once I decided I was done, I read his entries and spent a lot of time
slapping myself over the solutions to some of the puzzles.
The man who started it all, Roy Trubshaw, went on to a long career as an IT manager for various companies before starting his own consulting firm in 2008. "I appear to have fallen into a niche of cleaning up failing websites or projects," he reported. Richard Bartle earned his PhD in Artificial Intelligence from the University of Essex while designing MUD. He ran MUSE until 2007 and began teaching computer game design at his alma mater in 2002; he retired last year but holds
emeritus status. Throughout this period, he has consulted with developers on video game world design and has contributed to a number of articles, interviews, videos, and podcasts. In 2003, he published
Designing Virtual Worlds, which he has since made
available for free. It's a behemoth, clocking in at almost 1,000 pages. Last year, he published the first volume of a second edition.
I don't know whether I'll try any more MUDs, but I'm glad I had this experience with the first one.
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For further reading:
06/27/2026
I only played one MUD seriously, but it consumed a lot of my time as an undergraduate. It was the Marches of Antan, and it featured a lot of quality writing and quests. One of the wizards was the creator of the CRPG Omega and his quests were amazing. It's too bad that a lot of the creative brilliance from this and other MUDs are effectively wiped away as if they had never existed - at least games like Pool of Radiance or Ultima V are still playable today.
ReplyDeleteYou stated some reasons why I'm not into MMORPGs in general. Why should I invest so much time into just one game when I can play through so much other's? I guess it mostly comes down to the question if you prefer interaction with other people over experiencing a tailored story in your own personal adventure.
ReplyDeleteThe strange thing is I very much liked the regrettably very few TRPG sessions with friends I had just not the interaction in MMOs so for me maybe it's just having to deal with strangers. I also don't like games without a defined ending, after having experienced every aspect a game has to offer I just want it to be over and move on.
There are MMORPGs which blur the line a bit. I had some fun with The Old Republic. I played it as a SP game experiencing the storyline only. Though even here it shows the game is clearly geared towards a different purpose because leveling through the storyline quests is deliberately fast making the SP aspect too easy for the purpose of getting you faster to the (MP) endgame. At least that's what I understood when browsing forums for the answer to why the game's SP content is so ridiculously easy.
From what I’ve seen of people I’ve known, MMORPGs just feel like work. Literally in the case of Ultima Online (~1998) as a friend mostly played by making and selling locked boxes. At the same time, at least UO gave you those kinds of kinds of options.
DeleteI’ve dipped into some that were free for whatever reason, and nothing ever grabbed me. I’m not sure if anything even held my attention for more than a day or if anything even could. When it was released, Star Wars Galaxies probably could have but it was such a mess, and I’m way past my Star Wars peak at this point anyway.
You could easily turn that question around, why play lots of different games when you're still getting a lot out of the one you're playing? I think it's not uncommon for players to invest a lot of time in a single game, especially the strategy and simulation genres have games that you can easily play for thousands of hours, if you're really into them.
DeleteAs for MUD, I continued playing it, and it's fun, but I guess once I'm through with mapping most of the world it will lose its appeal.
Please continue to report (in general, non-spoiler terms) on anything interesting you find!
DeleteSure, I can do that, though I doubt I can report anything that Nathan hasn't already covered. The most interesting thing I did last weekend was exploring the looong section behind the waterfall, and getting inside a treasure room with no way out (locked door, not sure how I got in). I used a piece of treasure in there in a sensible way and that summoned a black rat, but we didn't attack each other. I saw no way out except logging out of the game.
DeleteBtw, reading the ancient scroll in the cottage clues you in on the slippery rocks.
Oh there were loads of things I never figured out, so you never know. It's a tricky old game!
DeleteAs for me playing it as mostly a single player experience... That's an advantage of being in the southern hemisphere I guess. There were rarely other people on at the same time as me. I had a similar reaction as Cgester to their presence, so it was all fine by me.
I looked for modern single-player MUD games -- or single-player text-adventure-like CRPGs -- and found Portalborn, coincidentally released as Early Access just last month. It seems to recreate MUD-like gameplay while giving the player a user interface to play efficiently (via macros, for example).
ReplyDeleteFantastic coverage! I did toy with going back to MUD1 sometime but it really is a bit of a monster to play.
ReplyDeletejust to be clear on Scepter of Goth (I'm guessing our Addict has seen this already but I didn't know until I looked it up):
It first surfaced in '78 as Milieu on the MECC systems (the same people who published Oregon Trail); David Wheeler theorizes it even could have come out before MUD but there's no way to know..
https://dwheeler.com/scepter-of-goth/scepter-of-goth.html
Then it got ported in '83 to be Scepter of Goth and became a commercial game. The early lineage is why it does seem to have been separate from MUD.
The source code is up on GitHub and I think someone could probably compile it for single-player if that hasn't been done already somewhere.
Oh, MUD's survived into early 2000's as an entry points for a lot of gamers. They were reasonably easy to implement in languages other than English, and allowed to be played on relatively simple phone infrastructure when, should we say, developing markets could buy hardware to run them on, but didn't have the telecom infrastructure yet.
ReplyDeleteIt happened to me more than once that I googled for a problem and found my own forum post from a decade ago and of which I have absolutely zero recollection. It’s funny how something can prominently occupy days of your life (in my case some technical issue at work) and then just doesn’t get commuted to long term memory because it’s just not that meaningful in the long term.
ReplyDeleteTo clarify a minor point, the game DOES log you out for inactivity. I stepped away for a snack on MUD Day and returned to a message saying I was about to be logged out after (IIRC) 10 minutes of inactivity and my client disconnected. It’s possible it was because I was using their telnet-in-the-browser page instead of a dedicated MUD client, though.
ReplyDeleteHuh. I wonder if it matters where you are in the game. I know I left it running for well over 10 minutes while I was writing my entries, and I never got booted. Or maybe, as you say, it has to do with the client. I'd have to experiment.
DeleteIt always takes me back to a strange time in my life when I see MOO, MUCK, and MUSH, so thanks for posting that book cover and throwing me back to the time I pretended to be Launchpad from Duck Tales on the Disney-based "FDCMuck."
ReplyDeleteI learned in later years it was, like, 97% furries, and then me and my one friend who were young enough that we just thought it was people being silly. Of course it was also extremely G-rated, so really, how could we have known the difference between furries and people playing anthropomorphic characters because you had to?
Played this a bit more over the weekend, in small chunks. Progress was a bit hindered by another player who was there most of the time. He (she? the game has some forced sex changes, so you sometimes see female players with male names) went from novice to enchanter twice, so this can apparently be done very quickly. After my two early full character deaths, I've played very conservatively, so I'm at almost 30 trips with my 3rd character, but also only at enchanter level.
ReplyDeleteMapping remains the most fun. There was a section of dark rooms in the mines which you can only enter without any items, so they are always dark and you can't mark them. Mapping involved a lot of guessing if a room was a new or existing one. In the end, I made an Excel sheet with all rooms and their exits, grouped the rooms by matching exit configurations, tested these for duplicates, and was able to remove half of the rooms I've mapped in the end for a clean, good looking map.
I found a reset button and thought I could wreck a bit of havoc on other players, but when I pressed it I was told not enough treasure had been swamped. Solved getting the emerald, and that felt good, though it wasn't very hard.
I think I got most of the main island mapped, though a lot of the puzzles unsolved, if there is something to solve. A few odd ends like the Ogre, and of course there could be huge sections behind that. There are also sections in the Goblin lair I'd like to finish but I'm missing the key. Keys are weird, I was missing the key for the shed in the mines for a long time, and then I found it right in front of it twice in a row.
I might have to go deeper into the sea soon but I don't feel up for it yet.
"I think I got most of the main island mapped"
ReplyDeleteSo much for that. Someone left the gate to the dwarven citadel open (I had an idea how to open that myself, but it either wasn't correct or I hadn't found the correct words yet), and that alone were another 30+ rooms. Killed the king (he grabbed my leg and I couldn't leave) and his ministers err guards and robbed a treasure chambre. There was a room with sleeping dwarf children. I would not even contemplate attacking them, though I was curious if such a game would even allow this.
Weapons are a bit of a mistery. I don't think you can see their stats and I think you can only use them once per combat. A wizard gifted me a weapon while I was in a room with three dwarf guards (who wouldn't let me leave). I lost no more than half my LP in a fight with a guard, but it's hard to tell how much the weapon helped.
Also made progress in the Goblin lair. Two things came together here. Someone left some keys in front of the tunnel which opened previously closed doors, and I had an idea what to do with the conch, which turned out to be correct. The conch led to another item that, applied correctly much later led to a nice piece of treasure (I was quite proud of that). They keys openend ways to another 15+ rooms which lead to an exit I could not use alone. But another item brought me elsewhere, and I was elated when I noticed where I was and that for the first time, I managed to return from the jump to the beach.
I will probably try exploring the sea next weekend if the boat isn't gone all the time. Though it's a horror to map it.