MUDVerse field guide
MUD Dictionary
Search 137 terms from MUD, MOO, MUSH, TinyMUX, MUCK, LPMud, Diku, Evennia, and roleplay communities. Repeated words remain separate when engines give them different technical meanings.
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137 terms shown across 9 sections.
Two maps for understanding the vocabulary
Properties / AttributesBehavior
Verbs / Softcode / Programs
Same concept, different vocabulary
These are comparisons, not exact synonyms. Use the search to find the full engine-specific entries.
| Concept | MOO | MUSH / Penn | TinyMUX | MUCK | LP / Diku / Evennia |
|---|---|---|---|---|---|
| Entity | Object | Player, Thing, Room, Exit | Player, Thing, Room, Exit | World objects plus MUF Programs | LPC objects; world records; persistent Objects |
| Identifier | Object number; not reused | dbref; Penn objid detects recycling | Recyclable dbref | dbref-style number | Runtime identity; vnum; database identity |
| Custom data | Property | Attribute | Attribute | Property | LPC fields; record fields; persistent Attributes |
| Behavior | Verb | MUSHcode and $-commands | Softcode and $-commands | MUF Program / MPI | LPC; native/scripts; Python Commands |
| Deferred work | Task, fork, suspend | Queue, wait, semaphore | Queue, action list, semaphore | Program/event queues | Callouts or engine event systems |
| World grouping | Core-defined | Zone or master context | Zone relationship | Environment/property conventions | Domains; Diku reset zones; project conventions |
Comparison grounded in sources [3], [5], [7], [10], [12], [14], and [15].
Vocabulary family
General MUD vocabulary
Player-facing and technical words found across many text worlds. Engine-specific senses are called out instead of treated as universal.
45 terms
MUD
Current engine docsA networked, usually text-driven shared world where multiple users interact with one another and a persistent or semi-persistent environment.
Examplelook · north · say Hello
Context: Historically Multi-User Dungeon. Dimension, Domain, and Dialogue are later variants.
MU*
Current engine docsAn umbrella term for MUDs, MOOs, MUSHes, MUCKs, MUXes, and related multi-user text worlds.
Example“This behavior appears on several MU* servers.”
Context: Use it as a category, not as an engine name.
mudding / mudder
Current engine docsMudding means participating in a MUD; a mudder is someone who does so.
Example“I was mudding last night.”
world / game
Current engine docsThe shared virtual environment and, by extension, the running service and community.
Example“Which world do you play?”
Context: Social worlds may prefer world, community, MOO, or MUSH over game.
player
Current engine docsEither the human participant or the database entity representing that participant, depending on context.
Examplepage Bob=Hello
Context: Never assume the word means only the human or only the stored object.
character / persona / avatar
Current engine docsThe in-world identity through which a human participates.
ExampleAlice is the player; Arwen is her character.
Context: Some engines combine player and character; others separate accounts from characters.
account
Current engine docsLogin identity that may control one or more characters when the engine separates authentication from in-world identity.
ExampleOne account selects two different characters.
Context: Common in modern frameworks; many classic engines instead log directly into a Player object.
room
Current engine docsA location that normally contains characters or objects and connects to other locations.
Examplelook · north
Context: MUX uses a Room type; MOO commonly uses objects descended from a room class; Diku stores room records; Evennia uses a Room typeclass.
exit
Current engine docsA traversable connection, command, or link leading from one location toward another.
Examplenorth · out · enter portal
Context: The user-facing idea is portable; the underlying object and parser behavior are not.
object
Current engine docsA generic thing represented in a world database or object system.
Examplelook sword · examine #123
Context: In MOO it is the fundamental entity. In MUSH/MUX, Thing is one specific object type while object may refer to every database type.
thing
Current engine docsUsually a carryable or manipulable object, distinguished from a player, room, or exit.
Example@create Brass Key
Context: In MUSH/MUX a Player or Room is an object but is not a Thing.
contents / inventory
Current engine docsObjects contained inside a room, container, or character; inventory usually means what a character carries.
Exampleinventory · get key · drop key
Context: The containment implementation differs even when the commands look familiar.
command
Current engine docsText entered by a participant to request an action.
Examplelook statue · say hello · get sword
Context: Commands may resolve to hardcoded behavior, exits, MOO verbs, MUSH $-commands, or framework Command objects.
parser / command matching
Current engine docsThe machinery that turns typed text into a command, target, arguments, and behavior.
Exampleget sword → resolve sword → execute get
Context: This is one of the least portable areas between engines.
look
Current engine docsObserve the current room, an object, or another participant.
Examplelook · look painting
Context: The syntax is widespread; visibility rules are game-specific.
examine / ex
Current engine docsInspect an object at a technical level, often revealing ownership, flags, attributes, links, or code details.
Exampleexamine #123
Context: Usually a builder or debugging command, not a synonym for look.
say
Current engine docsSend speech to people in the same local location.
Examplesay Hello everyone.
Context: Some engines support quotation-mark shorthand.
pose / emote
Current engine docsProduce an action-style third-person message rather than quoted speech.
Example:waves. → “Aria waves.”
Context: MUSHes commonly say pose; traditional MUDs often say emote.
whisper / tell / page
Current engine docsRelated forms of private or non-local communication.
Examplepage Bob=Are you free?
Context: Combat MUDs often use tell, MUSH/MUX use page, and whisper may mean local private speech.
channel
Current engine docsA named multi-user communication stream independent of the current room.
Example+pub Hello
Context: Comsys, channel aliases, and game-written packages have different syntax and behavior.
WHO
Current engine docsA command or display listing connected users, often with status information.
ExampleWHO
Context: A softcoded +who may be different from hardcoded WHO.
client
Current engine docsSoftware used to connect to a MUD, often adding saved worlds, logging, triggers, macros, or mapping.
ExampleConnect to host.example:4000.
Context: Modern clients may use Telnet, TLS, WebSocket, or a browser interface.
builder
Current engine docsA participant authorized to create or modify world content.
Example@dig Observatory
Context: Builder may be a permission bit, staff rank, informal role, or all three.
wizard / wiz
Current engine docsA privileged administrator or programmer with capabilities unavailable to ordinary users.
ExampleA wizard repairs a broken world object.
Context: MOO, MUSH, MUCK, and LP wizard roles have materially different authority.
mortal
Current engine docsAn ordinary non-administrative player, contrasted with wizard or immortal staff.
ExampleMortals cannot inspect that object.
Context: Especially common in game-oriented MUDs.
dbref
Current engine docsDatabase reference number, conventionally written with #, used by TinyMUD-family engines.
Exampleexamine #123
Context: Penn and TinyMUX may recycle dbrefs. Classic LambdaMOO object numbers are not reused.
attribute
Current engine docsNamed data attached to an object; on MUSH-family servers it may also contain executable softcode or command patterns.
Example&DESC statue=A weathered statue.
Context: The closest MOO analogue is property, but MOO keeps executable behavior in verbs.
property
Current engine docsA named value associated with an object, especially in MOO and MUCK.
ExampleMOO: object.foo · MUCK: _reg/name
Context: Inheritance, permissions, hierarchy, and executable behavior differ by family.
verb
Current engine docsA named action or behavior; in MOO, specifically a program attached to an object.
Example#123:open()
Context: Outside MOO the word may only describe natural-language parser behavior.
flag
Current engine docsA boolean state attached to an object that changes behavior or permissions.
Example@set box=DARK
Context: Flag names and security effects vary substantially by engine and game.
lock
Current engine docsAn access-control condition governing whether an actor may perform an operation involving an object.
Example@lock door=...
Context: Syntax and evaluation differ among MUSH, MUX, MUCK, and modern frameworks.
owner
Current engine docsThe object or player recorded as responsible for an object and normally granted authority over it.
Exampleexamine object → owner information
Context: Ownership is not identical to control.
control
Current engine docsHaving permission to modify or act through an object, whether through ownership, privilege, flags, powers, or locks.
ExampleA wizard controls an object owned by another player.
Context: An administrator may control an object without being its ordinary owner.
parent / inheritance
Current engine docsA relationship through which an object receives data or behavior from an ancestor, prototype, or class.
Example@parent child=prototype
Context: Exactly what is inherited differs by engine.
softcode
Current engine docsCode written and stored inside the running world rather than compiled into the native server.
Example&hello me=$hello:@pemit %#=Hi!
Context: MOO usually says MOO code or verbs; MUCK uses MUF and MPI.
hardcode
Current engine docsThe native server implementation beneath in-world programming.
ExampleA softcode sqrt() function calls native server code.
Context: Other families may call this server code, driver, runtime, or engine.
task
Current engine docsA currently executing or suspended unit of work, formalized by the MOO execution model.
ExampleA command invokes a verb and creates a task.
Context: Related to queues, but not an exact synonym.
queue
Current engine docsA mechanism for scheduling deferred commands or actions, especially in MUSH-family servers.
Example@wait 5=@emit Done
Context: Queue internals and preserved execution context vary by engine.
puppet
Current engine docsAn object through which a player can remotely perceive or cause actions.
Example@force test=:squeaks.
Context: A MUSH-family design, not the generic word for every NPC.
robot / bot
Current engine docsAn automated participant or object, sometimes controlled by an external program.
ExampleAn external client logs in and responds automatically.
Context: ROBOT may be a formal legacy flag; bot is broader modern usage.
IC / OOC
Current engine docsIn Character versus Out of Character communication or behavior.
ExampleOOC: My connection is unstable.
Context: A social convention whose channels and formatting vary by game.
mobile / mob / NPC
Current engine docsA computer-controlled character; mobile is the formal Diku-family world-data term and mob its common shortening.
Examplekill goblin
Context: Social worlds more often say NPC, puppet, bot, or programmed character.
area
Current engine docsA world-building grouping of rooms and content.
ExampleThe castle area contains twenty rooms.
Context: Often overlaps with Diku zone in casual speech, but server definitions vary.
zone
Current engine docsA grouping or control abstraction whose exact meaning depends strongly on engine family.
ExampleThe castle is in zone 30.
Context: A Diku reset zone is not the same thing as a TinyMUX zone relationship.
reset / repop
Current engine docsRestoration of configured world state, commonly respawning mobiles and items.
ExampleThe zone reset loads guards after earlier copies disappear.
Context: Characteristic of Diku-family worlds and not generally a social-world primitive.
Vocabulary family
Community and roleplay vocabulary
Common player slang and social conventions. These words often extend beyond MUDs and are not engine features.
12 terms
newbie / newb
Community usageA new or inexperienced participant.
Example“Could someone show this newbie where to train?”
Context: Newbie is usually neutral or friendly; newb and noob can be dismissive.
alt
Community usageAn alternate character or identity controlled by the same player.
Example“My healer is an alt.”
Context: Rules about disclosure and interaction between alts vary by world.
idle / AFK
Community usageConnected but inactive; AFK means away from keyboard.
ExampleWHO shows Aria idle for 12 minutes.
Context: Servers calculate and expose idle time differently.
linkdead
Community usageStill represented in the world after the network connection has been lost.
ExampleThe character stopped responding and went linkdead.
Context: Some games preserve the character briefly; others disconnect immediately.
lag
Community usageNoticeable delay between input and response caused by network or server latency.
Example“The game lagged during combat.”
Context: Not every delayed response is network lag; queued or intensive code can also pause output.
PK / PvP
Community usagePlayer killing or player-versus-player conflict.
ExampleThis area permits PvP.
Context: Consent, safety, and mechanical rules are world-specific.
PvE
Community usagePlayer-versus-environment play against game-controlled challenges.
ExampleThe dungeon is designed for group PvE.
Context: A broad online-game term rather than a specific MUD architecture.
RP
Community usageRoleplay: portraying a character within a shared fiction.
ExampleThe tavern is an RP scene.
Context: Communities range from optional roleplay to fully in-character play.
spam
Community usageExcessive repeated output that overwhelms conversation or useful game text.
ExampleA looping trigger floods the room with spam.
Context: May be accidental code output or deliberate disruption.
spoof
Community usageOutput made to appear as though it came from another source or from ordinary room text.
Example@emit can produce unattributed text.
Context: Some MUSH-family servers provide NOSPOOF tools to reveal the source.
boot
Community usageForce a connected user off the server or restart the server, depending on context.
ExampleAn administrator boots an abusive connection.
Context: The two senses should be clear from context.
siteban
Community usageA restriction preventing connections from a network address, host, or site pattern.
ExampleA repeated abuser receives a siteban.
Context: Scope and evasion resistance depend on the server.
Vocabulary family
MOO vocabulary
MOO means MUD, Object Oriented. Objects carry properties and verbs within a persistent programmable database.
22 terms
MOO
Current engine docsMUD, Object Oriented: a programmable text-world family deriving from Stephen White’s MOO and especially LambdaMOO.
Example“This world runs a LambdaMOO-derived server.”
MOO object
Current engine docsThe fundamental database entity in MOO; rooms, players, exits, and ordinary items are all objects.
Example#17
Context: Objects combine structural attributes, properties, and verbs.
object number
Current engine docsA numeric MOO object identity displayed as #n.
Example#17
Context: Classic LambdaMOO never reuses an object number after recycling.
MOO property
Current engine docsA named slot on an object holding a MOO value, with ownership, permissions, and inheritance behavior.
Examplethis.description
Context: Executable behavior belongs in verbs, not properties.
built-in property
Current engine docsA server-recognized structural value such as name, owner, location, contents, programmer, wizard, or permission bits.
Exampleobject.owner · object.location
Context: Distinct from database-defined properties inherited through the hierarchy.
MOO verb
Current engine docsA named MOO program attached to an object, used as a command handler or method called by other code.
Exampleobject:verb(args)
Context: A MOO verb is not simply a grammatical verb.
verb owner / permissions
Current engine docsEach MOO verb has an owner plus r, w, x, and d permission bits governing visibility, editing, execution, and debugging.
ExampleInspect verb_info() before editing.
Context: Wizard-owned verbs require particular care because code runs with verb-owner authority.
MOO parent / child
Current engine docsThe object-inheritance relationship through which descendants receive properties and verbs.
Examplecreate(parent)
Context: This is a fuller object hierarchy than MUSH attribute inheritance.
fertile / f bit
Current engine docsPermission bit allowing non-owners to create children of a parent or reparent objects beneath it.
ExampleA generic class is made fertile for builders.
Context: A strongly MOO-specific permission.
programmer bit
Current engine docsPrivilege on a player-representing object that permits use of MOO programming facilities.
ExampleA player receives programmer status before editing verbs.
Context: Not equivalent to coder as an informal community role.
wizard bit
Current engine docsHigh-privilege status on a player object granting special server operations.
ExampleA wizard-owned administrative verb.
Context: Do not assume it matches MUSH or LP wizard authority.
location / contents
Current engine docsReciprocal containment properties: location is the containing object; contents lists contained objects.
Examplemove(player, room)
Context: The server move() operation maintains their consistency.
dobj / iobj / prep
Current engine docsDirect-object, indirect-object, and preposition specifications used by command verbs.
Exampleput book in box → book is dobj; box is iobj.
Context: MOO parser terminology, not generic MUSH syntax.
MOO task
Current engine docsOne execution of a MOO program, created by commands, server events, forks, suspension, or input waits.
ExampleA command invokes a verb and creates a task.
Context: Compare with a MUSH queue entry, but do not call them identical.
ticks
Current engine docsAn operation-count budget preventing a MOO task from monopolizing the server.
ExampleA runaway loop exhausts its ticks and aborts.
Context: MUSH-family evaluators have different limits and terminology.
fork
Current engine docsMOO language mechanism scheduling another task, optionally after a delay.
Examplefork (5) … endfork
Context: Compare with @wait and queued actions on MUSH-family servers.
suspend
Current engine docsPause the current MOO task so it can resume later.
Examplesuspend(2);
Context: Suspends execution rather than changing object state.
recycle
Current engine docsIrrevocably destroy a MOO object.
Examplerecycle(#123)
Context: Classic LambdaMOO does not make that object number available for reuse.
clear property
Current engine docsA state in which an inherited MOO property uses its inherited/default value instead of an independent local value.
Exampleclear_property(object, "color")
Context: There is no direct one-word MUSH equivalent.
core / core database
Current engine docsA MOO database supplying high-level classes, commands, and facilities beyond the bare server.
ExampleStart a server using LambdaCore.
Context: Conceptually resembles an LP mudlib, but the architecture differs.
LambdaCore
Current engine docsThe canonical core database associated with LambdaMOO, providing building, movement, messaging, and programming facilities.
Example@dig north,n to "The North Pole"
Context: The LambdaMOO server and LambdaCore database are separate components.
quota / ownership_quota
Current engine docsA core convention limiting how many objects an owner may create.
ExampleA builder with exhausted quota cannot create another object.
Context: Not every contemporary MOO uses the same quota policy.
Vocabulary family
MUSH-family vocabulary
TinyMUD-descended worlds emphasizing building, roleplay, and attribute-based in-world programming. MUSH acronym expansions vary historically.
22 terms
MUSH / MUSH-family
Current docs and disputed etymologyA TinyMUD-descended family of social and roleplaying text worlds with user building and attribute-based programming.
ExamplePennMUSH, TinyMUSH, TinyMUX, and RhostMUSH.
Context: Commonly expanded as Multi-User Shared Hallucination(s), but historical expansions vary.
MUSH dbref
Current engine docsA #number identifying an object in a MUSH database.
Example#3
Context: Recycling makes long-lived bare dbrefs unsafe; Penn provides objids.
objid
Current engine docsPennMUSH identifier combining a dbref with creation identity so recycled references can be detected.
Example#123:creation-time
Context: Penn-specific behavior should not be assumed on every MUSH-family server.
MUSH attribute / attr
Current engine docsNamed string-valued data attached to an object and used for descriptions, configuration, and code.
Example&favorite_color me=blue
Context: The same attribute system can hold data or executable patterns.
MUSHcode / softcode
Current engine docsIn-world language composed from commands, functions, substitutions, and attribute evaluation.
Example&cmd_test Foo=$test:@emit Hello
Context: Function names and evaluator rules differ among PennMUSH, TinyMUSH, TinyMUX, and RhostMUSH.
$-command
Current engine docsA user-defined command stored in an attribute as a $pattern followed by an action.
Example&cmd_wave me=$wave *:@emit ...
Context: Shared convention does not guarantee evaluator portability.
listen / ^-pattern
Current engine docsAn attribute pattern triggered by matching emitted text rather than directly typed command text.
Example&HEAR box=^Hello:@emit Heard you.
Context: Scope and monitor requirements vary by implementation.
enactor
Current engine docsThe object that caused a command or code path to happen; in PennMUSH %# is its dbref.
Example%# identifies the player who triggered a $-command.
Context: The enactor need not be the executor.
executor
Current engine docsThe object actually running the current command or code; represented by %! in PennMUSH.
ExampleCode stored on Foo runs with Foo as executor.
Context: The executor and enactor may be different objects.
caller
Current engine docsThe object that caused an attribute or function to be evaluated; represented by %@ in PennMUSH.
Exampleufun(Bar/fun_test) records the invoking object as caller.
Context: A third execution-context role, distinct from executor.
action list
Current engine docsA sequence of MUSH commands carried out from an attribute or triggered behavior.
Example@emit One; @emit Two
Context: Separators and evaluation semantics vary by server and configuration.
MUSH queue
Current engine docsScheduler for commands, waits, and deferred softcode actions.
Example@wait 5=@emit Done
Context: Queue internals are not common law across Penn, MUX, TinyMUSH, and Rhost.
q-register / %q…
Current engine docsTemporary softcode register carrying values through evaluation and action contexts.
Example%q0 · %q<name>
Context: Named-register extensions and preservation rules vary.
semaphore
Current engine docsA mechanism for coordinating queued softcode until an event releases waiting work.
Example@wait semaphore=command
Context: Implementation details are engine-specific.
MUSH parent
Current engine docsAn object whose attributes and command patterns may be inherited by another object.
Example@parent #200=#100
Context: Attribute-oriented inheritance differs from MOO’s property-and-verb hierarchy.
MUSH flag
Current engine docsBoolean object state such as DARK, SAFE, HAVEN, WIZARD, or PUPPET.
Example@set box=SAFE
Context: Available flags and their effects vary by server and game.
MUSH lock
Current engine docsA predicate governing use, entry, page reception, teleportation, or another operation.
Example@lock/page me=...
Context: Examples must be scoped to a server and version.
PUPPET
Current engine docsA flag and design pattern making a Thing a remote listening or acting extension of its owner.
Example@set test=PUPPET
Context: Behavior and restrictions vary by server and game.
ROBOT
Current engine docsA historical player-like entity or flag convention intended for automated or externally controlled use.
ExampleAn external program controls the connection.
Context: Bot is the broader modern term.
NOSPOOF
Current engine docsAn anti-spoofing facility that identifies the source of output resembling ordinary room text.
ExampleEnable NOSPOOF while debugging suspicious emits.
Context: Output format and exact guarantees depend on server and version.
@emit / @pemit
Current engine docs@emit produces unwrapped text; @pemit sends output to a selected target.
Example@pemit Bob=Hello
Context: Switches and permission rules diverge across implementations.
global / global command
Current engine docsA softcoded command intended to be available across much or all of a game.
ExampleA +who command available from every room.
Context: May use master-room objects, zones, packages, or server configuration.
Vocabulary family
TinyMUX vocabulary
TinyMUX is part of the MUSH lineage, but its parser, evaluator, queue, database, and current development branches require version-specific treatment.
14 terms
TinyMUX
Current engine docsA MUSH-family server descending through TinyMUSH and continuing with its own modern architecture.
ExampleEngine: TinyMUX
Context: Version scope matters when discussing evaluator, database, queue, and JIT behavior.
TinyMUX object model
Current engine docsFive database states/types are documented: Player, Thing, Exit, Room, and Garbage, with intrinsic ownership, containment, parent, zone, flags, powers, and attributes.
ExampleRooms connect through Exits and contain Players or Things.
Context: The four usable world types are strongly TinyMUD-like compared with MOO’s uniform model.
TinyMUX dbref
Current engine docsA #number identifying a database object.
Example#1234
Context: Dbrefs can be recycled after destruction, unlike classic MOO object numbers.
object matching
Current engine docsThe process of translating player text into an internal object reference using a defined precedence.
Exampleget sword · look here · get #123
Context: Matching behavior can affect softcode portability from PennMUSH.
TinyMUX softcode
Current engine docsCommands and functions supplied by hardcode, composed and stored in object attributes.
Example&sqrt.cmd MyCode=$sqrt *:@pemit %#=...
Context: A shared MUSH-family concept implemented by the MUX evaluator.
TinyMUX hardcode
Current engine docsThe native C++ server layer beneath softcode.
Examplesoftcode sqrt() → native fun_sqrt()
Context: Comparable to server code, not to an LP mudlib.
TinyMUX $-command
Current engine docsAttribute beginning with a $ match pattern, followed by a colon and action.
Example&sqrt.cmd MyCode=$sqrt *:@pemit %#=...
Context: Penn-like syntax does not guarantee exact evaluator compatibility.
TinyMUX enactor / %#
Current engine docsThe object responsible for causing the current softcoded action.
Example@pemit %#=Done.
Context: Closely parallels PennMUSH and is shared family terminology.
argument substitution / %0
Current engine docsA captured wildcard argument made available to TinyMUX softcode.
Examplesqrt 2 → %0 is 2
Context: Related substitutions exist in PennMUSH but should be portability-tested.
function evaluation / […]
Current engine docsSquare brackets request evaluation of a softcode function or expression in the current context.
Example[sqrt(%0)]
Context: Parser and evaluator differences often surface here.
TinyMUX action list
Current engine docsA queued command sequence carrying execution context such as executor, enactor, caller, arguments, and registers.
Example@emit one; @emit two
Context: Do not assume Penn queue entries preserve identical context.
TinyMUX queue
Current engine docsThe scheduler for delayed and deferred TinyMUX softcode.
Example@wait 5=@emit Done
Context: The queue architecture has diverged from related MUSH servers.
TinyMUX zone
Current engine docsAn optional intrinsic relationship used for grouping, control, or zone-based command matching.
ExampleAssociate locations with a zone object.
Context: This is not a Diku reset zone.
powers
Current engine docsA set of granted capabilities distinct from ordinary boolean flags.
ExampleGrant an administrative capability independently of a flag.
Context: Other MUSH-family servers divide privilege differently.
Vocabulary family
MUCK vocabulary
TinyMUD-descended worlds using MUF programs and MPI expressions alongside a persistent object database.
6 terms
MUCK
Current docs and disputed etymologyA TinyMUD-descended family oriented toward user construction and programmable social or roleplaying worlds.
Example@dig · @open · @program
Context: Common acronym expansions are retrospective; historical accounts treat MUCK as a play on MUD.
Fuzzball MUCK
Current engine docsThe principal continuing MUCK server tradition, with current MUCK, MUF, and MPI documentation.
ExampleA world runs Fuzzball 7.x.
MUF
Current engine docsMulti-User Forth: the stack-oriented programming language associated with TinyMUCK descendants.
Example@program test.muf
Context: Compare with MOO verbs and MUSH softcode as concepts, not compatible syntax.
MUF program
Current engine docsA database object containing executable MUF code.
Example@program · @edit
Context: A program is an object type; MOO instead attaches verbs to objects.
MPI
Current engine docsMessage Parsing Interpreter: a lighter embedded expression facility used alongside MUF.
ExampleAn expression embedded in an object description.
Context: Related in purpose to MUSH evaluation, but syntactically unrelated.
property directory / propdir
Current engine docsA hierarchical organization of MUCK properties.
Example_reg/myroom
Context: Distinct from MOO property inheritance and MUSH attributes.
Vocabulary family
LPMud vocabulary
The LP tradition separates a native game driver from an LPC-programmed mudlib that implements the world and game systems.
5 terms
LPMud
Current engine docsThe engine tradition Lars Pensjö began in 1989 around an LPC virtual machine and programmable mudlib.
ExampleGenesis was the first public world using the original LP driver.
Context: Architecturally closer to runtime plus game library than TinyMUD database softcode.
driver / gamedriver
Current engine docsThe native server and virtual-machine layer that hosts an LPMud and executes LPC.
ExampleFluffOS, LDMud, or DGD.
Context: An engine/runtime layer, not a MUSH hardcoded command.
mudlib
Current engine docsThe LPC programs and configuration defining rooms, NPCs, items, handlers, commands, and game behavior.
Example/room/... and NPC source files
Context: Comparable to a MOO core database only as a loose architectural analogy.
LPC
Current engine docsA C-like object-oriented language executed by LP-family drivers to implement a mudlib.
ExampleAn LPC file defines a room or NPC.
Context: Traditionally filesystem and source-file oriented rather than attribute softcode.
efun
Current engine docsAn external function supplied by the LP driver and callable from LPC.
Examplethis_player() · this_object() · write()
Context: Available efuns and signatures depend on the driver.
Vocabulary family
Diku-family vocabulary
Game-oriented world-building language built around rooms, mobiles, objects, zones, virtual numbers, and reset instructions.
6 terms
DikuMUD
Current engine docsThe influential C codebase whose world model shaped many descendants and their building vocabulary.
ExampleArea files contain rooms, mobiles, objects, shops, and zones.
Context: Publicly opened in February 1991 after development began in 1990.
CircleMUD
Current engine docsA major DikuMUD descendant whose builder manual clearly documents classic Diku-family world files.
Examplelib/world/wld · mob · obj · shp · zon
Diku mobile / mob
Current engine docsAn NPC definition in Diku-family world data.
ExampleA guard mobile is loaded into room 3001.
Context: Mob later spread into wider gaming usage and often narrowed to hostile NPC.
Diku zone
Current engine docsA modular world unit grouping rooms and content while specifying reset behavior.
ExampleZone 30 contains the castle and its reset commands.
Context: Not the same abstraction as a TinyMUX zone.
vnum
Current engine docsVirtual number used by Circle/Diku builders to identify rooms, mobiles, objects, and zones.
ExampleRoom 3001 · mobile 3001
Context: Different entity types can have the same numeric vnum in separate namespaces.
Diku reset
Current engine docsA zone command or event restoring configured NPC, object, equipment, or door state.
ExampleLoad one guard if none remains.
Context: Often called a repop by players and builders.
Vocabulary family
Evennia vocabulary
Modern Python framework terminology separating accounts, persistent typeclassed objects, and composable command sets.
5 terms
Evennia
Current engine docsA Python text-world framework whose defaults provide Object, Room, Exit, and Character typeclasses that projects can extend.
ExampleCustomize typeclasses in a game directory.
Context: A framework rather than a stock RPG.
Evennia Object
Current engine docsA persistent typeclassed in-game entity; default Characters, Rooms, and Exits are specialized Objects.
ExampleA chair, monster, room, or character can be an Object.
Context: Evennia commonly separates Accounts from Characters.
Typeclass
Current engine docsAn Evennia Python class whose instances are connected to persistent database entities and game behavior.
Exampleclass Room(DefaultRoom): ...
Context: Compare with MOO parents or MUSH prototypes only conceptually.
CmdSet
Current engine docsAn intelligent collection of commands made available to an account, object, exit, or context and merged by priority and rules.
ExampleAttach build commands through a CmdSet.
Context: Strongly contrasts with MUSH $-commands stored in attributes.
Evennia Exit
Current engine docsA one-way Object with a destination that contributes a movement command named for the exit.
ExampleAn Exit named north points to another Room.
Context: Shows how a familiar player term can have a framework-specific implementation.
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Sources and citation notes
Engine manuals and project-maintained documentation take priority, followed by firsthand historical sources. Historical and disputed terms are labeled rather than silently presented as current universal usage. Links were checked on August 28, 2026.
- Early MUD HistoryRichard A. Bartle — firsthand historical account
- MUD FAQ, Part 1Richard A. Bartle — historical FAQ and terminology
- LambdaMOO Programmer’s ManualPavel Curtis — primary server manual
- MOO-Cows FAQ: Database and ProgrammingMOO project documentation
- PennMUSH Current Help SourcePennMUSH project — current engine documentation
- TinyMUX Frequently Asked QuestionsTinyMUX project — current documentation
- TinyMUX Object ModelTinyMUX project — current documentation
- TinyMUX Attribute SystemTinyMUX project — current documentation
- TinyMUX ZonesTinyMUX project — current documentation
- Fuzzball MUCK DocumentationFuzzball MUCK project — MUCK, MUF, and MPI manuals
- LDMud HistoryLDMud project — LPMud and LPC history
- Basic LIMA GuideLIMA Mudlib — practical driver, mudlib, and LPC guide
- DikuMUD HistoryDikuMUD project — official history
- CircleMUD Builder’s ManualCircleMUD Documentation Project — world-building reference
- Evennia ObjectsEvennia project — current documentation
- Evennia ExitsEvennia project — current documentation
- Evennia CmdSet APIEvennia project — current documentation