threshold-rpg

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  • Threshold spiritual successor Stash seeks to 're-imagine the genre'

    by 
    Justin Olivetti
    Justin Olivetti
    08.19.2014

    The team behind the classic MUD Threshold is back with Stash, a new MMO in the making that claims to "re-imagine the genre" with a growable base of operations, turn-based combat, and wide character customization. The inspiration for Stash comes from tabletop D&D, miniature gaming, D&D computer RPGs and Planescape: Torment. "We put a large emphasis on rewarding player skill in addition to character skill," the devs posted. "Your character's abilities and gear are very important, but the tactics and strategy of the actual players is equally important." Developer Frog Dice claims that this is a full-fledged MMO, although it remains to be seen how much of Stash is actually massively multiplayer (the site mentions clans, co-op play, and PvP). The team is looking to raise $50,000 on Kickstarter to fund development on the title. You can check out Stash's early development trailer after the break! [Thanks to everyone who sent this in!]

  • Free for All: An interview with ThresholdRPG's Michael Hartman

    by 
    Beau Hindman
    Beau Hindman
    05.22.2013

    The last time I explored ThresholdRPG, I had a blast. It was one of a batch of MUDs that I used to re-introduce myself to the ancient gaming genre, and I enjoyed its simplicity and friendly community. MUDs can seem to be very similar to each other, so in order to enjoy them, you must be able to pick out the finer details that separate them. In ThresholdRPG, I particularly enjoyed fishing, roleplay, customization, and a free-to-play model that was years ahead of its time when first released 17 years ago. The game can be a bit odd, like any MUD. During MUD May I've discovered just how confusing many of these titles can be, but I have also grown to enjoy solving the "mystery" of each game's particular set of code-words that unlock actions. ThresholdRPG is like other MUDs and introduces players to basic commands, but once out in the world a player is on her own. The good news is that an out-of-character help chat is always available and sits right on top of the standard roleplay-enforced chat. That juxtaposition of both channels actually helps immerse me in the game, allowing me to see literally where and when I can use out-of-character speech. I asked Michael Hartman, president and CEO of Frogdice, to talk about MUD development and branching out into other styles of gaming.

  • Free for All: An intro to basic combat in MUDs

    by 
    Beau Hindman
    Beau Hindman
    05.08.2013

    Welcome back to the second installment of MUD May! Almost any time I write an article, I try to keep new players in mind. It's fun to see the reaction from readers when I talk about MUDs or other "classic" MMO models and how these games can pull in fresh blood. Many people seem to forget that there are new players coming into MMO gaming all the time, and MUDs should be no different. Over the next few columns, I will be pulling examples from five games: Gemstone IV, Dragonrealms, Threshold RPG, BatMUD, and Achaea to explain how some basic MUD systems work. With that in mind, I'd like to use this week's installment to explain -- in a very simple way -- how combat might feel in a MUD. One of the biggest hurdles for a new MUD player is often the massive amount of information that is built from decades of development. MUD players often sneer at the thought of simplifying the entry for new players. To be fair, this unwelcoming attitude is common in gaming in general. I feel differently, however, and want to explain some of the basics of these fantastic MMOs -- simply -- in a way that illustrates just how cool MUDs can be.

  • Free for All: Introduction to MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.01.2013

    For the month of May, I will be using this column to cover the world of MUDs aka multi-user-domains or dungeons. MUDs are text-based MMORPGs, and playing one is sort of like playing through a choose-your-own-adventure book with potentially thousands of other players. I'm not so arrogant to think that I could cover the decades of MUD development within the span of five articles, but I've had a go at it in the past and want to examine the topic more. Why? There are many reasons, and to kick off this series, I'd like to talk about them. After today, my columns will concentrate on interviews with developers and players to explain how and why MUDs still work, and I hope that all of this will encourage many of you who have never tried a MUD to pick one out now. The recent buzz surrounding Twine-based games and interactive storytelling is perfect fuel for MUDs to come back into the spotlight. Unless, of course, many of the issues with the insulated community of MUDers sabotage the perfect timing. Let's get started.

  • Rise and Shiny: Aardwolf MUD

    by 
    Beau Hindman
    Beau Hindman
    07.08.2012

    This week I dove into yet another MUD in the hopes of finding even better gameplay than I found in titles like Gemstone IV and Threshold RPG. It's a bit of a daring attempt for me, especially considering that I often suffer from migraines when I have to concentrate on text on my monitor so much. Funny enough, when I get a MUD client set up just how I want, I have no issues and can play for a few hours at a time. MUDs are relaxing much of the time and don't feel as rushed as standard MMOs do. That relaxation must help with the migraines! At first, I was bit hesitant in saying Aardwulf MUD is akin to the titles I have covered in the past. Something about the site, and the fact that the game did not force roleplay, turned me off, and I was determined to find it lacking. Luckily, I was proven wrong and even suckered fellow Massivelyite (Massivelyian?) Jeremy Stratton into the game; he's contributed a few of his thoughts today too.

  • Free for All: How MUDs can stay relevant in today's 3-D world

    by 
    Beau Hindman
    Beau Hindman
    06.13.2012

    My latest passion is MUDs, or multi-user-dungeons. Essentially, they are text-based MMOs. Imagine a choose-your-own-adventure book that is played with hundreds or thousands of other players. I have found more freedom in the text-based worlds of some titles, freedom to make the character I want to make. I've also found many of the common, underlying problems with MMOs in MUDs as well. These are issues that might have started with MUDs, being that they are some of the oldest multiplayer games in existence today. I wanted to take a look at how many of these MUDs could keep themselves in the game. It's not as though they need the help; many of them have been steadily chugging along for a decade or more. What I would like to see is many of them add more players, add to their developer teams, and actually stick around for 10 more years. Is it possible? I think so.

  • Rise and Shiny: Threshold RPG

    by 
    Beau Hindman
    Beau Hindman
    05.27.2012

    It's the third week in a row I have decided to spend with a MUD, or multi-user-dungeon. I've explained it before, but in case you are not familiar, a MUD is a text-based MMO. That's right: you play by typing commands and exploring environments, all in text form. I started this exploration with Gemstone IV, an amazing MUD that seems to be the gold standard for MUDs. I am still playing it and finding out how amazing it is. I moved on to BatMUD, a slightly more basic MUD that offered a great client but frustrated me. Honestly though, my time with BatMUD was a little unfair and I need to revisit the game. It really has some wonderful elements. Now that I have moved on to Threshold RPG, another ancient MUD from before the time of mostly graphical MMOs, I feel as though I have finally reached an understanding as to how MUDs work and what makes them incredible adventures still to this day. Threshold is more basic than all of them so far, but that's a good thing in many ways. There's also a lot that is lacking, and several tweaks that need to be made.

  • Rise and Shiny: BatMUD

    by 
    Beau Hindman
    Beau Hindman
    05.20.2012

    Here I am making myself crazy once again. Why? Why do I insist on visiting games that I know will provoke issues both physical and mental? I guess it's because lately I have been fascinated with MUDs, or multi-user-dungeons. They are better described as text-based MMOs or choose-your-own-adventure books written with thousands of other players. It's a fascinating concept, especially when you consider how dissimilar it is to today's modern, easy-to-play offerings. The ancient design of the MUD now feels fresh, so much so that I have decided to dedicate a future article about the possibility of MUDs' viability in today's three-dimensional world. I have found some good and some very bad over the last several weeks. I've also stumbled across brand-new versions of the migraines that often bother me when I concentrate way, way too hard on PC text. I have to admit that my issues do not seem that common, but it is important to look at a game from all angles, even from the angle of someone who has specific issues. BatMUD has tested my patience over the last few weeks and several hours. It's also shown me some wonderful adventure and sparked my imagination.

  • MUD history gets a wiki for itself

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.16.2009

    When we last talked about multi-user dungeon (MUD) history here on Massively, it wasn't for good reasons. Wikipedia had been slowly removing some of the more memorable games from its archives, causing a response from a few of the resident experts here in the multiplayer genre. Since that story was published, many readers here offered a suggestion, "Why not go put the history on your own wiki?"Well, that suggestion has recently become a reality with the creation of MUD Wiki. MUD Wiki, a Wikia gaming wiki, will be holding all of the MUD history and information that Wikipedia has been slowly losing/removing. The wiki launched on January 11th, and is slowly filling up with all kinds of information relating to MUDs, including a growing entry for the recently Wikipedia-deleted Threshold RPG MUD. If you have anything to contribute, stop by and add what you have to the new home of MUD history.