- The ability to turn on moderation only during certain times of day.
- The ability to designate multiple people as comment moderators without giving them administrative access to the entire blog.
- The ability to turn on moderation only for non-registered users.
- The ability to specify my own keywords for accepting or rejecting a comment.
- The ability to hold comments with links.
Friday, June 26, 2026
A Note on Commenting
Thursday, June 25, 2026
Muti-User Dungeon: Muti-User Perspectives
- I must have died a dozen times from accidentally bringing my torch into the swamp (it ignites marsh gases and creates an explosion). It was just like riding my horse into the shops in Yendorian Tales. It's why I always tried to get the firestone and almost never got it.
- It turns out that almost every (non-hostile) animal in the game can be picked up and carried with you, including the winged horse, a couple of cats, a seagull, an ox, a rabbit, and a goat. I would give a lot to know what you're supposed to do with the goat. ShaddamIVth somehow managed to get killed by it. Kalieum: "Killing the cat didn't seem to do anything and I felt bad."
- Several puzzles require multiple players to cooperate in solving them. There are a few doors or grates, for instance, which can only be opened with two people pulling at once. There's apparently a maze in the swamp, leading to one of the most valuable treasures, with the directions randomized every time the game resets. Since anything dropped in the swamp vanishes, you can't leave objects like breadcrumbs. You have to get a bunch of players to act as "breadcrumbs," occupying valid squares in the sequence to the goal. Only one player can obtain the treasure, so this has to be negotiated ahead of time.
- In an email account, ShaddamIVth described the anguish of turning a lever in the mine, which leads to the mine being flooded, and then seeing the numerous screams of drowning characters. (He rushed to undo the action.) I'm sure there are other players who take joy in this.
- I created my map by trying every possible direction from every square before Sleazyd clued me that typing X tells you all the available exits and where they go.
- Everyone seemed to appreciate the game's literary quality and humor.
- A couple of times, we heard the "thunderous roar of a finger of death" in the distance. I still don't know what that's about.
- There are sometimes a lot of zombies running around. I think that the wizards can trigger extra enemies.
- When there are wizards in the game trying to help you, it makes it hard to determine which items are in the environment naturally and which are a product of their intervention. Sometimes, they like to whisper hints to you, too, which are indistinguishable from the game's own descriptive text.
- One of the wizards was online during MUD Day and assisted several players, including me. I asked him for some background information. While telling me a bit about the game, he used his powers to whisk us around the land and show me some different locations. One of them had a large diamond, clearly worth a lot of points. I think he wanted to see if I'd (unethically) snatch it. I didn't, but mostly because I sensed it was a test.
- Since British-Legends went online, 123 people have "made wiz."
On starting, I'm in the tearoom, which I understand to be the game's one truly safe space that you can't return to after leaving. Initial exploration leaves me confused. With time I'm getting better at finding my way around, though some of it is still "if I muddle around in this direction enough I'll get close enough to somewhere I recognize?"
So the goal of the game is to score a large amount of points, which are achieved by killing enemies, killing other players (or forcing them to flee), and "swamping" items—going to the swamp and dropping them. Different items have different values, some positive, some negative, some zero. I'm not yet sure about the significance of negative value items other than "really don't swamp this," but zero-value items appear to typically be tools, or sometimes valuable items that haven't yet been made valuable.
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| Killing me from Kalieum's perspective. And, apparently, the cat's. |
My initial session ends with me being attacked by a "blind, deaf, dumb, and lame beggar." How he even detects me to attack is one question, and a better one is how he manages to kill me in a fight, but regardless, I am slain which marks the end of that character.
I try again. I find a few treasures and swamp them, but it feels like I've run out of places I can go to with the tools I have available. There are some enemies blocking some places, but I can't seem to beat them. At the end, I find a stick, which becomes a "brand" [when I light it on fire]. This promptly explodes swamp gas when I go there to swamp items, killing me, but as it wasn't a stamina-point related death I'm able to re-enter without having lost any progress beyond dropping all my items. I end with around a hundred points scored; the second rank comes at 400 points and my goal for MUD day—the third rank—at 800.
I keep at it a couple more times and start to flesh out my mental map of the game world. There's the swamp to the south, with a forest to the southwest with a few interesting locations in it. To the west is a cliff that I could jump off if I had a parachute of some sort. East-ish is a cave you need a light to enter, with a few chambers I can't do much in yet; one contains an ogre that I'm sure I can't beat yet while the others are probably item-based puzzles. For a while I thought this was everything before I stumbled through the forest to the north, revealing a winding mine with tin deposits and an entrance to a dwarven kingdom, a mausoleum containing several puzzles, and a beach.
Finding the mine helps with earning points, but I still hit the issue where once I've got everything I know how to get safely and can't go elsewhere without risking losing it all—at least until I understand why RET W BRAND doesn't work—I seem to run out of options. Apparently the game automatically resets when most of the treasure in the world is gone, but it would be arrogant of me to assume I'm even close to that point. Still, I've got a few places of interest that I'll leave well enough alone until MUD day itself, I've got enough scoped out I can hit my 800-point target assuming the game passively resets every so often, as it seems to. Summing them up for my own benefit as much as anything else:
- Dwarven kingdom past the mine.
- Several narrow passages in the mine.
- Locked door in basement behind bookcase (didn't respond to regular keys).
- Hole in wall in rat basement.
- Cave beyond gate.
- Mausoleum.
- Hole in the ground in foothills near gate between lands.
- Empty lobster pot on jetty.
- Spider web.
- Nanny goat.
- Badger sett.
- Bandstand.
- Shrine.
- Golden bolt on railway track.
At some point while messing around with the mausoleum puzzles, the text "you start to think it's harder than you think" appeared on my screen. Initially I thought it was something that appeared automatically when you spent long enough in the location, but with later messages I realized it was most likely a wiz sending them. I didn’t expect to encounter anyone else online at all outside of the scheduled MUD Day. Alas, this happened right as I was running out of time that day, so I didn’t get to see this interaction through further (or make any progress with the mausoleum).
I logged on during the originally scheduled time for MUD day just in case, and happened upon another actual player. I was apprehensive (are they just going to kill me on sight?), but they turned out to be very friendly and helpful. It was genuinely a pleasant experience. I’ve played a couple more times since then, encountered other players though none who spoke to me. I also run into what I guess could be considered a silly trap of sorts; the sorcerer’s room was locked and the keys that normally unlock it weren’t on the way, so I wound up stuck in there with no way out. Judging from the other items present that aren’t usually in there, I don’t think I was the first person to fall victim to this.
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| Some of Kalieum's notes to himself. |
At one point, I use the bow [which teleports the user to the location of the baton] and find myself in a caved-in section of the root tunnel, with several valuables there. Later I decide to get them so they can be swamped for the treasure total, and in that time someone else picked up the bow and went sailing around, leaving me completely trapped underground. Fortunately, they have a boating incident and I am able to escape when their stuff washes ashore.
“In the distance, you hear the thunderous roar of a finger of death!” rattled off three times in quick succession. Then a wizard told everyone to quit and restart; I’m going to listen to them. Post reset, we’re told to: “Complete Dwarves, woe, ship, isles, druids, goblins and main for the next reset.” I know what about half of those are. While playing, I realize I can push for Enchantress rank with a bit of effort. I’m curious if anything is tacitly different at the spellcaster-y ranks. I try to feed the apple to the winged stallion, only to be told the context is "feed CREATURE with FOOD." I correct my input, only to be told the same. I guess it’s the wrong food, but I’d appreciate clearer feedback on that.
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| Chet here. *I* found the goblins. This is the highest rank I've achieved so far. |
I do wonder how many of the items I regularly swamp without a second thought are actually puzzle items for something. I know an item having a positive value doesn’t preclude some other use. The multiplayer aspect means I can’t leave things alone to experiment with [lest] someone else get them. I find someone’s stash of items in the cupboard in the house. Could just take everything; No idea if they are still online.
I tried to balance out not being greedy with getting treasures anyway, aiming for the things a little farther afield. Having specific requirements for a reset from the wizard felt weird. Of “Dwarves, woe, ship, isles, druids, goblins and main,” I know where the Dwarven realm is but have never actually explored it yet. "Woe" I think is one single treasure. "Ship" I know; "Isles" and "Druids" I thought would both refer to the NW island—either way I’m not sure I want to go back there even though I now know the syntax of the hinted command. I’ve never even seen a hint of the existence of goblins, and "main" is probably everything mainland/surface. With most players being new, I think that it's pretty unlikely that we’d ever meet those reset conditions.
I’m curious what was going on past the wolf room. I successfully removed the wolf (for the first time), the text hinted whatever was behind the (locked) door was very hot, so I left to get some keys and the stupid egg, and come back to both Chester and the wizard just hanging out there, who both immediately left. Felt like I’d stumbled onto a clandestine meeting. [Ed. It was, kind of. A wizard was giving me some information, and he brought us to a place with (then) no other players, so he could tell me in privacy.] I then promptly jumped into the pit of burning and destroyed a bunch of useful items. Pretty sure the sea is completely inaccessible until a reset unless the wizard intervenes.
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| Kalieum's attempts at a hand-drawn map. |
I figure I’ll try imitating [Chet's] rating system, but as there’s no way I’ll rate things similarly enough for this to be directly comparable to a GIMLET rating, I’ve used a thesaurus to twist the acronym into something new: Kalieum’s (appropriated) Test of Innovation in the Game, Engagement, Revelry and Sunniness, or TIGERS. Let’s see how grrrrrreat the game holds up. [Ed. Kalieum ran through the entire GIMLET at this point and came up with a score of 22.] I’m tempted to add a point simply due to the fact that there’s a decent amount of the game I’m still oblivious to, not to mention whatever the wizard experience is. So that makes 23 points. It’s meeeediocrrrre! Well, that’s a pretty good score for its time, actually.
Tuesday, June 23, 2026
Yendorian Tales: Book I: Won! (with Summary and Rating)
| Member | Location | Task | Item | Hint |
Flagell |
Cave | Kill a wyvern nesting nearby. | Flagell's Scroll | The first of last is third, and the third of first is last. |
| Paundor The Diplomat |
Port Hope | Buy a Grapnel Arrow, use it to retrieve the Great Red Gem from a cave. | Red Powder | Half of "W" is sixth. |
| Bysette The ????? |
Moloch | Retrieve a ring that he lost on Blackmane. | Magic Branch | It is in the middle backwards. |
| Prezlin The Merchant |
Duomin/New Devon | Find out what happened to Winze. | Magic Liquid | One from each end is A. |
| Griffin The Scholar |
Athaneum | Retrieve the Hourglass of Stopped Time from the desert. | Sands of Time | He and Prezlin begin the same. |
| Winze The ???? |
Devon | Retrieve lava from the underworld. | Amulet of Lava | Eight letters make up his name. |
| Quai The Explorer |
Cave in Desert | Kill the Cynotaur to free Quai. | Horn of Encasement | N/A |
- An enhancer who would take +2 or +3 items and enhance them to +3 or +4. This bridged the gap between the enhancer in the Athaneum and the enhancer in Port Hope. I got all my weapons and armor enhanced, then went to Port Hope and got everything up to +5. This all cost far less than it should have.
- The Amulet of Anatolay, which the governor of Port Hope wanted. When I returned it to him, I had enough experience for Level 11.
- Have my wizard cast "Earthquake" every round.
- Have my clerics cast "Critical Damage" every round.
- Have my two fighters and thief restore the spellcasters with purple potions, heal anyone who is low on health with white potions, or toss silver potions (poison) and gold potions (acid) at enemies.
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| Few games logistically explain how the evil castle is so full of monsters. This one, admittedly, doesn't explain how a single alcoholic was able to corral a bunch of ghosts and demons. |
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| I love that there's no discussion about how we're going to carry lava. I mean, we could cool it with any variety of spells, but then it wouldn't be "lava" anymore. |
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| A "Critical Damage" spell reduces Paltivar's forces. My guys have "Party Invisibility" on, so you only see their weapons. |
| Category | Assets | Liabilities | Score |
|---|---|---|---|
| 1. Game World | Reasonably detailed backstory of Yendor. Clear (though evolving) main quest. | Main quest is a bit unoriginal and doesn't make a lot of sense given revelations at the end. Game world doesn't really respond to the player's actions. | 4 |
| 2. Character Creation and Development | Four classes, presented slightly differently from most RPGs (i.e., transition from miners to fighters, magic students to wizards and clerics). Regular leveling with palpable increase in power via boosting attributes (which in turn determine what you can wear/wield) and acquiring spells. | Fairly simple system overall. Rogues wasted as usual. No role-playing by class, race, alignment, sex, etc. | 4 |
| 3. NPCs | Many NPCs scattered throughout the towns. You learn backstory and lore from NPCs. Keyword-based dialogue system like Ultima. | NPCs don't have a lot to say. Keywords, but no dialogue options or role-playing. | 4 |
| 4. Encounters and Foes | A couple of dozen monsters, mostly standard D&D derivatives, but with the types of special abilities, strengths, and weaknesses that I look for. Encounters and weapon/armor drops are somewhat randomized, though sensible for the location. | Monsters are derivative. Few non-combat encounters, and only a few light puzzles. | 4 |
| 5. Magic and Combat | Tactical combat grid works fairly well, recalling the best of Ultima V. System allows for melee attacks, ranged attacks, spells, use of special items, use of throwing items. Terrain is important. Nice variety of spells. | Combats are far too frequent. Combats take too long. By the end of the game, battles are far too easy. Generosity of money/equipment unbalances the spell system. | 4 |
| 6. Equipment | Multiple types of weapons, armor, and shields restricted by attributes. Clear statistics to help determine which item is best. Lots of usable items, including special artifacts, to find and wield. Ability to pay to enhance items. | Restricted to only weapons, armor, shields. No boots, cloaks, helms, rings, belts, necklaces, etc. No artifact weapons/armor. Items way too plentiful and generous. | 4 |
| 7. Economy | Solid complexity. Lots of ways to make money (mining, battle, item sales, gambling, selling found artifacts, side-quests). Lots of ways to spend money. For the first third, the economy is pretty tight. Have to make some tough decisions about what to prioritize. | Economy gets far too generous by the halfway point. The party finds too much and the things that it spends money on do not cost enough. It should have taken tens of thousands of gold pieces to enchant weapons up to +5. | 4 |
| 8. Quests | Clear main quest with multiple stages. About half a dozen meaningful side quests with solid rewards. Many side-areas to explore with artifact rewards. | No decisions, alternate outcomes, or role-playing. | 4 |
| 9. Graphics, Sound, and Interface | Graphics reasonably good for a shareware game, particularly in the cut scene graphics. Mixed keyboard/mouse controls are easy to master and let each player use what he's comfortable with. | Keyboard buffering issues cause problems throughout the game. Sound is underwhelming; just a few effects. | 4 |
| 10. Gameplay | Reasonable nonlinearity. World can be explored in any order and some of the quest steps can be done out of order, as we've seen. | Not much replayability. Drags on too long (though only a bit). Gets far too easy by the end. | 3 |
| Other/Total | 39 |





































