Phantasmal MUDLib for DGD To get non-Bundled Phantasmal running, please read the INSTALL file and follow the instructions you find there. To start customizing a Phantasmal-based MUD, please check "http://phantasmal.sf.net/Setup". Before you make significant code changes to Phantasmal's internal components, please read doc/Modifying, and preferably most of Phantasmal's web documentation. Yes, there's a lot, but it's quite useful and valuable, and most of it is accurate. For a listing of Phantasmal's current features, check out "http://phantasmal.sf.net/Current.html". For how it compares to other MUDlibs, check out "http://phantasmal.sf.net/Comparison.html". Phantasmal is a Kernel-based MUDLib. It tries to be reasonably fast and secure, but prefers robustness to speed. The primary focus is on features you don't find in every MUD library, especially things you *should* find in more of them. The latest information, features, code and tutorials can be located at "http://phantasmal.sourceforge.net". Themed MUDs Phantasmal has separated itself out from the theme and interface of games built using it. This makes it more similar to a driver than to fantasy MUDLibs like Lima, 2.4.5 or GurbaLib. Phantasmal acts as a kind of standard library for MUDs while being substantially higher level than the Kernel Library. Phantasmal hopes to be a standard library for rooms, scripts, events, mobiles and so on. However, the details of command names, MUD theme and building, and mobile AI are left to the individual MUDs using Phantasmal. There is a Phantasmal-based themed MUD called "Seas of Night" which is used for testing, and illustrates how a Phantasmal-based MUD might be constructed. It's available by CVS from Phantasmal's repository (module 'testgame') or as part of the bundled distribution. Angelbob