@Apos said in Cultural differences between MUDs and MUSHes:
I think this really captures well what @Ganymede was talking about earlier in the simulation vs narration, which is also what I think the key cultural difference between a mush and mud. I don't think most mush players hate coded systems really (look at RfK), but they deeply resent any coded system that removes narration and applies the simulation in a way that yields an absurd result they disagree with. Where a character dies because code say it happens, even if a player can think of a dozen reasons that code doesn't make sense. It's not imo that the MUD attempt at simulation was wrong, but missing variables from a coder not thinking of them is jarring and is no longer immersive. I'm pretty sure most mush players are okay with code that would operate largely the same way a narrative would play out and just automates it, but a lot of MUDs try to take a step way past that, and then ignore mitigating circumstances. That's where I think most of the cultural pushback happens.
I'm okay with the timing done on a MUD. While some are RPI/E, at their heart they are still a game. A simulation of RPGs more akin to the video games of the time they were born from. The one hour was arbitrary because it depends on a lot of factors, such as level of wound, how much of total HP is remaining. Its the equivalent of being poisoned in Final Fantasy I (one), where you walked around with the screen flashing, knowing your death was being timed and you had to do something before reloading from the last save point.
But on other Mu*s, I agree, even when they have internal timing and coded health on sheets, other circumstance, other factors. Sticking to the timer loses so much RP potential.