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## Description
Among the first (if not the first) MUDs (multi-user dungeons) offered for
commercial play, _Scepter of Goth_ offered up parser-based text adventuring
for up to 16 players simultaneously per game instance, from its launch in 1983
until at least 20 years later, at one Texas-based installation. While
particulars regarding the game world are somewhat thin on the ground so many
years after the fact, the basics of the default fantasy scenario remain
concrete: gameplay revolved around the medieval town of Boldhome (though a
variant version patterned after the Dragonlance Advanced Dungeons & Dragons
campaign setting was also available in some regions), containing such fixtures
as Sharkey’s shop, a newspaper stand, a combat arena and class-specific
training areas.
The environs saw players of various stock fantasy character classes, solo and
in teams, travelling and teleporting about the area, making use of magic
items, engaging and slaying monsters — and each other, with early PVP a
hazard in some areas. Additionally, human-controlled Dunjon Masters would
appear on demand (to, eg., fulfil >WISH spell effects invoked by high-level
heroes or unexpectedly give voice to monster NPCs like a two-way security
intercom), giving with their superuser powers the impression that the game
could anticipate any player situation (rather than that a human gamemaster
skilled at improvisation could deal with any of the game-limited situations
players could come up with to throw at them.)
Players accessed the game by dialling in via modem from terminals at their
home location, paying flat fees for play time; instances of the game setup
were franchised to different locations, allowing potential players in
different area codes to have access to the game without being burdened by
additional long-distance call charges.