Review Submitted By:
Started on Armageddon
Oct 4, 2004
TMC Listing: Armageddon
The following review is the opinion of the review's author [Quo]
and in no way represents the opinions of this website or its staff.
I was an early addict to muds. Starting in 1990, I had been taking
part in three of them consecutively, both as player and as staff.
When I started playing AD&D with a great group and DM, my ideas on
mudding changed their focus towards roleplaying. The last mud I had
been on, (DGD-based LPmud) was undergoing the same process, moving
towards roleplay, and experiencing heavy modifications. Things
improved, but another immortal there, who I highly respected as one
of the few true RP'ers, kept telling me about his favorite mud,
As much as I liked what he told me about the intense roleplay there,
the prospect of permanent death and a harsh desert world just didn't
appeal to me. It sounded way too far from my fancies of picturesque
landscape, 'whole' ecologies, arcane magic and Tolkienesque fantasy.
I like worlds with intricate background and cultural diversity, such
as the one created by J.R.R. Tolkien, or Robert Jordan in his Wheel
of Time series.
More than a year passed before I finally got around my reservations
and applied for the character I had in mind. From day one I was
hooked. Imagine what I had missed during that year of waiting!
So what got me hooked so soundly? - Armageddon gets as close to a
LARP as I can possibly imagine. I often had problems logging off,
knowing that the world would keep going on, and the things happening
meanwhile would affect my surroundings there. Things happening in
another part of the world, at another time, could easily affect me
without me knowing the connections between. This added to the
feeling of a complex world, with different cultures fleshed out
to great detail, something I loved from my favorite authors.
The staff takes the place of the DM, and while pretty much invisible
to players, they seem to be always there and easily accessible for
all kind of 'DM-Tasks' - be it animating an NPC, adding new items
that got created during play, or to coordinate the flow of actions.
The actions of the players affect the game, and are not limited
to the coded command set, skills or spells. Roleplay and emoted
action is as real as coded commands, and the consequences can
change the fate of the world.
When I started playing, my first impression was of a friendly and
helpful staff, even (if not especially) to newbies. My application
was mailed back with a friendly and encouraging comment asking me
to flesh out some details, and promptly got accepted the second try.
While there is no 'beginner' area on Armageddon, some kind immortal
seems to have watched over the poor lost newbie, and even jumped
into a few npc's to get my mind set into the new surroundings, much
as a DM would do with a new member to join his group.
Players are encouraged to develop their own plots and run them,
and in many cases player run actions result in permanent changes
or additions to the world. The limit there is imagination and
consistency with the game world since the single most powerful
command to change the world is emote and roleplay in general.
The staff is helpful when approached with ideas or plots handed
in for approval or comments.
An example to this I witnessed on my third day of playing, and
this scene convinced me that I had found the right mud for me:
A gate was being built for a new camp, and I was deeply impressed
how real building material got transformed into a virtual gate by
emoted action only. Even more impressed was I, when the players
involved destroyed the (valuable) materials used in the process
for the sake of having them built into a virtual gate. And -
everyone treated the gate as present during their subsequent
actions. A few more days later, a coded gate was added as result
of the RP'ed building process. During the years to follow, I
learned that this isn't the exception, but the norm. Small and
big changes into the world and its history are created by roleplay
only, often prepared (or followed) by a mail to the staff.
Descriptions are special and atmospheric, and define the mood
of a place. Unlike the typical LP-Mud though, things and features
mentioned there are rarely coded. It is up to the players to reflect
them in their actions to immerse themselves and others in their
surroundings, and I have met many true masters in this art, making
the world jump to life.
So I'd like to invite everyone who likes cultures and background
fleshed out to great detail, a consistent world with more secrets
hidden in history and ongoing plots than a mortal can discover, and
intense roleplay to take a look at the documentation and give the
world a try.
The best and fastest approach to the game is probably to contact a
helper (http://www.armageddon.org/intro/helpers.html) through one of
the instant messaging services. They're more than willing to answer
questions and help in giving everyone a good start without spoiling
I hope you're taking less than the year it took me to make up