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TMC Player Reviews: Armageddon


Review Submitted By: SandDreams
Author Status: Player
Started on Armageddon: January 2, 2002
Submission Date: Oct 16, 2010
TMC Listing: Armageddon

The following review is the opinion of the review's author [SandDreams] and in no way represents the opinions of this website or its staff.

After eight years I still play Armageddon for the same reasons I
played eight years ago. I play for the stories. One thing that
doesn't change is that there are still moments where my hands
shake, or I stare at the screen open-mouthed. Like a great novel,
Armageddon hits on several levels, provoking many emotional responses.
Sometimes all at once. I laughed. I cried. Etc.

I know several serious RPers Mush rather than Mud, and the idea of
the heavier code may seem counter intuitive. Heres the thing. On
Armageddon, the RP isnt functioning around the code but rather
the code supports the RP. I find it more seamless than a Mush. The
players act and the world reacts. No one stops to roll. Those coming
from a Mush will have to make some adjustments. Syntax and custom are
different. Some of our best players made the switch, some may have
been frustrated at first. They found the adjustment period worth the
effort.

Our code keeps evolving. We predate the RPI engine, but I think in
many ways, our game style inspired it. Those coming from muds that use
it will see some difference. For those people and for anyone new to
Armageddon, help files and helpers are your friends.

To someone logging in the first time, (I really suggest everyone log
in a first time, if you really love RP because it doesn't get
better than on Arm) you may hit some stumbling blocks. I'd like to
talk about how to have the best early Arm experience.

First: You want to have an understanding of the flavor of the world.
For the most part, we'll know a new player when we see one.
It's funny, but even with every syntax mistake a person can make,
with every gaff a newbie can make, you can tell the ones who come to
RP from the ones who are there to play a mud. An understanding of the
game world will make it that much easier to include you.

Second: Contact a helper. They are truly helpful. There's a live
helper utility at the bottom of the home page. Operators are standing
by. Armageddon seems to appeal to smart people. Several smart people
like to wing it, and do it on their own. The help offered is
supportive and not intrusive.

Three: Getting your feet 'If we have a drawback it's that
Armers can seem closed off. (Another reason to rely on a helper. They
can help explain the reactions and lack of reactions.) There have been
times when I've sat at a bar with three other people and we
haven't spoken to one another because our characters were not
outgoing. Often in that situation we just emote at each other. A new
player should not feel shy to start a conversation. My suggestion is
that you start a conversation that your pc might start. Maybe: The
wind?^?^?s kicked up again. Or 'They closed the shop I used to go
to. Where can I buy some meat at a good price?' Sometimes you meet
pcs who have the luxury of drawing you in. Sometimes the nature of the
characters you run across make it more difficult to reach out to a new
player's PC. But it's the PC who's getting the reaction.
We love new players.

Life is fragile and fleeting on Zalanthas. There are those who say,
you'll die early. I disagree. Make each pc like you plan to live
forever, and mourn them when they die. Some of the most powerful
pc's I've come across in game were first PCs, who lasted real
life months or in a couple cases years. You will hurt more when they
die, but you'll enjoy them more when they live if you invest
completely.

Finally, look for me. I'll be the one laughing and crying and
loving and dying. I'm the one who's still having a blast after
almost a decade. Of course, it might be hard to find me in the crowd.

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