The following information was written by Ashen-Shugar. (Updated 06/2002) What requirements are there to mushing? Well, to actually get the best out of mushing, you first need to be able to connect. For this, you should use some type of client capable of socket connection. There are various clients you can get for mushing. OS/2 Win32 (95/98/NT/2000/XP) Unix (all clones included) Mac (OS/X or other) If you are unable or incapable of using a client, you can connect from a standard telnet program (like the one that comes with win95) You may have format problems if you use vanilla telnet. Other than that, the only requirement I'm aware of is to have fun. If you don't have fun on the place you're on, find somewhere else because where you're at currently isn't working for you. What requirements are there to start your own mush? Unfortunately, to run a successful mush, you should have *all* of the following requirements met: 1) You should have mushed as a player at least a year on any given mush. This time should not have been sporatic and you should have been involved in the politics. 2) You should have had a deserving wizard bit for at least 6 months. A 'deserving wizard bit' is defined as one that you got through work and effort and not one that was given by a friend. This also is a *full* wizard bit. Not a sub-wizard, staff, or admin position. 3) You have a working theme/idea for the mush. It is very foolish to start a mush without a working idea for what you want. 4) You should have a familiarity with the operating system that the mud will be hosted on. If you plan to run a mush off windows you should know both windows and the basic administration of both windows and the mush. If it's unix, you should know the basic command set of unix (Linux, BSD, etc) and not only how to navigate, but how to edit files, transfer files, and the basic 'needs'. If you will not be doing this, please refer to #5 below as someone _needs_ to be competant in this. 5) A list of staff (including one PR, one Coder, one management). Assuming as you'll run the mush you'll do the management, you should have at least one hardcoder and one softcoder. The same person may be able to fill both rolls if you chance upon a gem, but having seperate people for both duties is actually preffered as workload isn't shared between responsibilities. Hardcoding is not as big a deal as it was years ago, but if you have any trouble with your mud, or have any need for modifications, a hardcoder at this point is exceptionally valuable. 6) The temperment of yourself and your staff should be similiar enough to allow you to get along. If you're going to have in-fighting, your mush WILL NOT WORK! 7) You should (at most times) have respect for the players that get on your mush. You are building the mush first for your own dreeams but never forget you're also doing it to share your dreams with others. So build well and keep the rudeness to a minimum. 8) Remember that the mush is yours, but do not have an attitude of 'I am a ghod and everyone else is scum' attitude. That just in the end makes you unapproachable and bluntly, worthless. 9) Remember, mushing is a PRIVALAGE, not a RIGHT. When you start your own mush, you have *absolute* control unless you decide not to. From personal experience democracy ran mushes DO NOT WORK. But if you think you can get it to work, all the power to you. Just don't let players or fellow staff push you into doing something you do not agree on. 10) Players do not have the authority to tell you how you do things. If a player gives you the (unending) line of 'What would this place be without players?'. Fine... answer back: 'Where would your enjoyment be without this mush?'. Face it, there's hundreds of mushes out there, and if they want everything changed, then this obviously isn't the mush they want to be on. Let them leave, you really lose nothing more than a headache. 11) Unlike what you may have heard, as it is your mush, if you wish to nuke, toad, or similarilly punish a twink, do what you have to do. There isn't a ruling council of 'wizzes' that you need to follow. Use your own judgement. If you can't use your own judgement, do us all a favor and don't even bother running a mush. 12) DO NOT EVER give someone a bit because you think they deserve it just because they're a friend, or because you're afraid they will not stay otherwise, or because blah blah blah. *ONLY* give a wizard bit on two condition. 1) Because you truly want to do it and 2) Because the player has earnistly deserved it. If both of these conditions can't be met, don't give them the bit. If you have bad feelings about bitting someone, don't. It's your mush, and if you bit some twink because they actually worked hard when you have that inner voice telling you that they'll mess something up then later find out they DID mess something up, don't bother yelling at people for your own mistake. Live with it. 13) Take responsibility for your own actions. You WILL make mistakes and you WILL do some really rash and stupid things. Take it with a grain of salt. Everyone out there has done some really foolish things and will continue to do foolish things no matter what they think of themselves and say. In fact, if they think they're above everyone else, then that's one of the mistakes they're making. :) People tend to forget that we started as total newbies as well. 14) When you become accomplished at running a place, spread your skills around. Even if someone is being a twit to you you should not fail to at least help them when they're in serious need. 15) Make sure if you want players that you have the right resources. A 28,800/33,600/56,000 modem connection WILL NOT WORK. Once you get 10+ people online at once, the load sharing across the bandwidth will give you NOTICABLE lag and really annoy everyone involved. You should have at the very least a higher-end ISDN/DSL line or partial or higher T1/T3/other. If you don't expect more than 10 or so players, then yes, a modem connecion will probably work. 16) Make *SURE* you choose the right server base for your needs. If you intend to do a lot of modifications or functionality to your server, then you may want to ask around for the best server. Also, you may not think stability is a big deal, but if you lose databases or lose players from loss work, it starts to become a big deal. The least stable servers out there currently are TinyMUSH, AlloyMUSH, and some of the lesser 'hacked' mu*'s out there. If you want stability and functionality, I strongly suggest PENN or MUX2 for public servers and RhostMUSH for a private server but RhostMUSH is difficult to get. If you feel you must use TinyMUSH, then I'd go with 2.2.4u1 17) Make *SURE* you choose the right hardware for your needs. The operating system is a sheer bet to what is avaialble for you to use. Any Win32 platform is pretty tight with resources and isn't as stable as it's Unix based sisters. Also, various flavors of unix make it difficult to compile. Try to compile on a dec alpha for instance. It isn't going to be pretty. 18) Make *SURE* that when you pick your staff, that they can do the job. If you do not know what a 'good' coder is, ask someone who you respect and trust to do it for you as long as they're skilled.. The same goes for builders, RPers, or anyone else. Remember, having incompetant staff is a sure way to lose a mud.