This is an independent page about Sociopolitical Ramifications, written by unci, who has been there since the beginning and helped building it up as a wizard. It is not affiliated to the wizards of SPR as of 2001.
Sociopolitical Ramifications was intended to be a world like this, and for a long time came close to the ideal.
Sociopolitical Ramifications has been elected MUD of the Month September
1998 by The MUD Connector.
Today, unfortunately, this ideal cannot be upheld in all aspects. Read the history page to see how things went ....
It is not easy to get reliable information about the situation on SPR today. In 1999, the fights between wizards became worse, and some wizards acted on their own against players. As a consequence, a number of good players and wizards have left SPR.
In 2001, the news are inconsistent and contradictory. Some say that things have improved, that after a number of reorganizations, wizards are cooperating again and things are in order. According to Snout, the number of wizards has been reduced from 30 to 8.
Others warn that some things still have not improved. One example is this logfile of Sorsha's @toading. It came surprising, without being clear about what rules were broken.
Another, more recent case is how Zinn's return to SPR was handled. See the mail exchange here (external link).
So those playing on SPR should be aware that there is some chance of their character getting eradicated suddenly without explanation. To be prepared for such situations, it is a good idea to @archive your belongings - see below.
Another problem is the unsolved question of player copyrights. When a player leaves for whatever reason, voluntarily or not, the player apparently cannot always decide what should happen with what she or he created on SPR. The situation regarding this might have improved somewhat recently, though ....
I (unci) created many areas of SPR: the Kamiyama mountains, the way north towards the arctic, the connection south to the savannah, the art gallery and the station in the city, the train system. I recently heard that other players took possession of some of these areas without notifying me.
Latest news (November 2001): I am trying to talk reasonably to some wizards of SPR. It is not easy (it was not easy either back when I was a wizard); some are accusing me of hate fixation - which is quite ridiculous .... But I am not giving up yet.
I recently found out that another site about SPR was using my maps. I requested to link to my site instead, where updated versions are kept. The maintainer of those webpages has refused to link to me, though. His arguments didn't make sense to me.
So, is SPR a dead MUCK? Many have already given it up, but there is still some hope - if the MUCK is seriously reformed. Here are some of the things that are needed - you may call it "unci's reform plan":
I, unci, do not connect any personal endeavours to my proposals. These come only from my long experience as a wizard on SPR, as ideas how to get out of today's situation. I am not running for any office in SPR and I am not applying for a character again. I would only reconsider this if there is a considerable number of players asking for it.
@archive meYou will get a lot of output, containing all your properties and the commands to create the objects you are holding.
@archive hereYou will get even more output. Close your logfile again and, if you have other areas with their parent rooms, go there and repeat the procedure.
@owned =r=locationand, if you find any rooms not under your parent room, go there and type
@owned =t=locationFor each thing in rooms not owned by you, you have to teleport it to yourself if you want to archive it. Remember the database number (dbref) and type:
@purge me=yesThe purge will need some time.
You can now leave the MUCK. Submit a first @toad request to a wizard of your choice, then, 48 h again, another one.
It is always worth to look at Rhal's furry MU*s page, which has detailed descriptions for a number of MUCKs. I would just like to warn you not to go to FurToonia, which since a long time has been infamous for regular wizardly abuse (one of the reasons why SPR was created).
When choosing a new world, it is important to take a close look at it first, and see whether you would fit into the theme. Some MUCKs are more strictly themed than others, and each has its own distinctive flavour.
One example of a themed MUCK is Furscape, a multiplanetary world with no building quotas and a diverse enough theme that almost all areas can find a home there. First check out the WWW page to read more about the theme, a realistic world of recoms and aliens (no humans) in the universe around the year 2200. The character guide can help you to set up your character according to the theme. (The possibility of creating new alien worlds still allows a wide variety of new species, but those should be well-described to allow other furries to play such alien species as well and integrate into their societies.)
Go there and look around as a guest, get a character once you feel ready, and set it up (either using editplayer or by uploading the @archive file you made earlier of yourself, if the character concept already fits in). New areas for roleplaying - be they nature, urban, industrial or space-based - are always welcome, within the level of realism set by the theme. For suggestions where to place your area, e-mail me, unci, with a short description. I could also take a look at your logfile then (but please don't send them without announcement).
You might want to rework your logfile before reuploading it, especially for properties that refer to programs. Most programs, or equivalents of them, also exist on Furscape. Best make sure that your logfile works before you upload it all.
Furscape, on the other paw, is a multiplanetary world. Players currently start up on the moon of around 2200, but can choose to live anywhere in a number of worlds. Annyrion is currently a planet with quite some similarities to SPR - some of its best areas have been improved and imported there, and if you have a nice outdoor area, it would certainly be welcome there.
The main difference is perhaps that Furscape has a strong focus on (free) roleplaying, rather than just sitting together and chatting. As a consequence, the various adult-oriented places where furries tend to congregate on SPR don't have an equivalent on Furscape - players have something better to do. Furscape does not look for sex places that have run into trouble elsewhere - as furries are not likely to be as bored as elsewhere, we don't need such places there. What you do in private is up to you, but it would be best if you come to Furscape and intend to roleplay.
You can use it for OOC conversation as well, you can do whatever you like while you are in private, but the general rule for public areas is that in-character, in-theme interaction is preferred. "Realm rules", detailing the desired level of IC/OOC and sub-theme information in each area, are another speciality of Furscape.
As another difference, Furscape has a "no humans" rule. Humans are extinct since long, only recoms and aliens exist on Furscape.
Unfortunately, some Furscape members seem to have a fear of the "twinks of SPR". It is up to you to prove them wrong and to demonstrate you are better than SPR's reputation, that you are willing and able to bring new life into Furscape!
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