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TMC Player Reviews: The Inquisition: Legacy


Review Submitted By: Empheba
Author Status: Player
Started on The Inquisition: Legacy: Aug 2011
Submission Date: Feb 16, 2012
TMC Listing: The Inquisition: Legacy

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

The Inquisition Legacy (TI:L) is an RP-mud focusing on characters in
a city where the church runs all and magic is a heresy punishable by
death. Players play anything from mages and priests, to nobles,
knights, bards, thieves and the normal people getting stuck in the
middle.

I've been a player at TI:L since autumn 2011, and here's my view on
it.

The main pull of TI:L is, as it must be with any RP-heavy mud, the
players on it. The average player age is probably a bit higher on
RP-heavy muds than on your average MUD, and it makes a difference in
the way people act and behave towards each other OOC.

For in a game where the IC characters can - and often are - really
awful to each other, the OOC mood and style matters greatly. In this,
TI:L has a very friendly atmosphere and both old TI hounds (some
veterans of the several TI that existed before) and TI newbies
(that's me) get along well. Since a new player is (optionally) marked
with a special colour, people tend to give them a lot of leeway
in-game to find their footing.

Getting used to the emoting might take some time if you are used to
fixed emotes. Personally I find fixed emotes an archaic thing, way too
restraining to use in anything but a hack&slash game. Anyway, the
result is that TI:L emotes tend to be several lines long, often full
of rich detail and exposition. Spoken words are most often included
directly as quotes in the emote, including language parsing. Other
technical niceties of the MUD is a travel system and a well-developed
system for sending in-game messengers and mail to each other. Without
that it would be hard to arrange larger things (or to plot secret
schemes, for that matter).

The game world, having a deadly theme of clandestine societies and
oppressive religion can feel gloomy at times. My character is a
representative of the 'grassroot' people, but from what I've seen,
much of the higher-level roleplay is based on deception and political
maneuvering. Everyone's subject to the threat of heresy and
conviction at every turn.

Studying this a bit, there are several things that favor dynamic
roleplaying on TI:L. First of all, I find that whereas there are
staff-driven events from time to time, most events and action actually
seem to happen due to the incentive of Players (either this or staff
is fiendishly clever in inducing play, in which case hats off for
them). Code-wise, the system presses you to stay active, with coded
timers indicating how online-active and RP-active you currently are.
These things help to keep you from drifting off, and if you do, the
system knows to free your spot in the IC-hierarchy. The fact that
people also tend to -die- from time to time makes death a very valid
way for opening up roles in society. That seeking guilds is a vital
part of the game is also an easy way for newbies to get into roleplay.

One a more general note, it also seems that this prevalence of death
makes players accept it better. Whereas I admit I'd be heart-broken
to have my character die, it seems some of the old hounds often do
things with the explicit expectation that it may lead to their
character's demise down the line. This of course creates excellent
roleplay and I find this behavior very impressive indeed.

As is common with any faucet-drain game economy it's very easy to
stack up money in TI:L. There are very few prescribed drains, you
don't -have- to eat to survive, for example. It's a double-edged
sword, because on one hand I dislike 'you are hungry' messages as
much as anybody, but on the other, it's clear that no one is really
poor unless they actively choose to be. From a roleplayer's
perspective I can appreciate this - it means I have freedom to
roleplay being as poor as I want, but still having money to buy
whatever props I need to flesh out my character. As a game designer it
somewhat irks me though.

TI:L usually has a decent number of players on, normally in the 10-20
range on peak hours. But as usual with a game trying to emulate a
larger social structure (a city in this case), there tends to be more
IC roles available than there are players. Multi-playing is allowed
(which works surprisingly well I think), but it's still common to see
some chars rising very fast to power simply because of low-number
statistics. This is not really TI:L's fault per se though, it's
something only solved by a larger player base.

To that end, I do think the membership count is increasing, to no
small part due to an excellent and active staff which is very active
and friendly, both with fixing bugs, implementing suggestions and with
offering help in-game. They all seem very professional and dedicated
whenever I've been dealing with them.

So, to summarize: For a roleplayer looking for a challenge, TI:L is
well worth trying out. A solid, if possibly deadly, roleplaying
experience in a very friendly and mature ooc environment. . Empheba

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