If you need help, you can use the Newbie channel or 'who newbiehelpers' and send one of them a tell.
The old newbie area is still there for oldbies. If you want to go to Pumpkin Town, simply type "pumpkins" in the foyer of the newbie area.
Pumpkin town is pretty simple. Every step of the way teaches you how to play Discworld. At the beginning, don't worry if you can't do anything because that's completely purposeful. I think.
Just move around the town and people will help you in the basics of the game. At the first fork in the path, the northwest road leads to the Lore Library, where you'll find information on advancement, adventurers, guilds, and general help.
To the east of this junction is a big square where you'll find the general store, a night club (where you learn about light sources), and the Jail (where they can lock you in a cell or tell you about the laws). The southeast corner is the way out, but be sure you are ready before you go because getting on your feet is very hard.
Here there is a sign that will tell you about everywhere you can choose to start out in on Discworld. The most popular is Ankh-Morpork simply because it's the easiest place to start. Some places have specific languages, and you can learn others from various language teachers.
After you choose your starting point, you'll end up in a room in your chosen area. The room is the same every time for every newbie. Look at the exits that are available and choose where you want to go. For directions, you can just use the first letter or abbreviation to leave that way (IE: north - n, northwest - nw).
Experience and money are two key things on the MUD. That's true for a lot of games, really. Starting out is difficult because you don't have very much money and very little fighting skills. 'Consider' anything you're about to attack as if it is too strong you have a very good chance of ending up dead. If you know what guild you want you can go there right away and join it in the appropriate room (if you don't have a map just walk around and type join until you've found the room. It'll probably say syntax join when you're there). Once you join your guild, fighting is one of the first things you should advance. They're the basic skills that you'll need to survive and prosper.
Happy hunting!
If you want to know more about a certain command or soul, feel free to use syntax or help <command/soul> to find out Talking to people is a major part of the MUD as well. The commands for talking to people in the same room as you are say or sayto (player name). To shout something that will be heard for a couple of miles around, use the yell command. Shouting '8' will get you logged off so it's a good one to know if you're getting chased by a watchman or the like and/or are about to die. To talk to someone who isn't in the same room, use tell (player name) (message).
Talkers are also an important form of communication. Every region has a talker shop (IE: In Ankh-Morpork, the shop is two south, two east, and south of where you start) where you can get a talker. There is also a spell that can transform items into talkers, or you can visit Jorodin's in Ankh-Morpork to have an item converted for A$1. Once you have a talker you can add or remove channels. You can only listen to guild channels if you're part of that guild, and also a few other channels you have to be part of the organization they represent to listen to the channels (Like the Apex Club).
When you're looking for something to kill, use 'consider' to see if it's possible for you to kill them. While you're fighting, 'health (character)' or 'health all' will show you about how close they are to dying. 'Kill' or 'attack' will start the fight unless the character has attacked you already.
Grouping with other players is a faster and (somtimes) safer way to gain experience and money. While grouping there are a few commands you can use to communicate ('group say', 'group emote', 'group report' which gives a general idea how your health and guildpoints are holding up), as well as 'group assist' which will automatically throw you into the fray when you notice the groupmate you're assisting is being attacked.
Souls are a fun and inventive way to express yourself on Discworld.
When you first start out in the newbie area, you'll be naked except for a sash, information booklet, voucher, lightable torch, and a champagne bucket with a bottle of champagne in it. You can drink the champagne or sell it and the bucket in the Commerce room. The information booklet holds basic information about starting out, much like you'll find on this page. The voucher you can exchange for a talker at any talker shop or stall. The torch is a great lightsource to start out with. In the Commerce room you can buy and sell armour, weapons and clothes. Clothes are important because they'll keep you warm when it's cold out, armour usually provides extra cooling if it's metal, and weapons you can practice with in the Combat room.
Now is a good time to think about what guild you'd like to join, and also what weapon you'd like to use. It's a good idea to use that weapon mainly, but buying, using, and selling the others is good as well in case you lose your main weapon. Also, think about what region you want to start in. Note that only Ankh-Morpork and Bes Pelargic have all the guilds in the city proper. The Ramtops have all of them also but they are spread out. The Hublandish Barbarians are the one of the toughest guilds to get to unless you ask a cabbie or taxi for a ride. If you're creating your first character, Ankh-Morpork is probably your best choice. It has the most shops, and plenty of weak NPC's for you to kill.
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