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TMC Player Reviews: The Inquisition: Legacy


Review Submitted By: Leech
Author Status: Player
Started on The Inquisition: Legacy: December 12th, 2012.
Submission Date: Jan 2, 2013
TMC Listing: The Inquisition: Legacy

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

Review of the Inquisition: Legacy
TL;DR – Good place to roleplay with a variety of styles amongst their PBase, an
extensive and original theme, and systems in place that put RP first. Check it out.
The Good:
Active staff and coders.
Nice players, for the most part – all are helpful to newbies.
Simple combat system, hard to master
Caters to RPers.
Extensive theme.
30+ players. 5+ staff.

The Bad:
Few bad apples in the PBase are a pain.
Annoying movement point system.
Not enough players to provide an equal spread of roles. (There are 30 players on at peak times,
just most of them decide to be cool mages with a chip on their shoulder and a cigarette in their
mouth. Just kidding, we use pipes here.)

The Unknown:
I haven’t experimented with the magic system, but they are adding more onto it as I speak.
I have not played with their crafting system.
Herbalism, at first glance, looks too simple and not very expansive. They are currently adding more depth to it.

In MUDs, I got my start eight years ago, when I first started playing Iron Realm’s MUDs
as a preteen. Those held my imagination over for a long while, but eventually I realized that the
restrictions of a commercial MUD weren’t working for me. The breadth of my imagination was
restricted by the width of my wallet. So I moved on, and found roleplaying enforced games and
RPIs. I’ve bounced from many, the bigs and the smalls – but none every stuck.

Now, I find myself at a new MUD: The Inquisition: Legacy. Not quite an RPI by the
definition of some, but still a very strictly RP enforced MUD. At the writing of this review I have
played little less than a month, and already I’m wondering if I haven’t struck gold.

The Inquisition theme has been common enough the past few years, popping up in
various incarnations that either taper off or are scrapped. Inspired by the European Inquisition
and legends of witchcraft, TI: Legacy takes place in a world called Urth, which draws many
similarities to our Earth, and many more differences; the biggest of which is that in Urth, magic
is real – and it is deadly. The Holy Order of Dav, a militaristic monotheistic religion that spans
most of the known continent, has spent most of its existence tracking down and putting to the
pyre mages and heretics alike for their sins against the Lord of the Springs, a non-creator water-
based entity, for it was the Lord who brought Dav the commandments that resulted in the
creation of the Order, after Dav’s family was brutally slaughtered by mages. Now Dav is gone,
and his military campaign, the Consolidation, has left all but the Daravi Sultanate believing in
the power of the Lord, and the evil taint that must be cleansed; magic.

Staff:
The thing that attracts me most to this MUD, and still surprises me playing it now, is the
staff. I come from a long line of MUDs where the staff are mostly ‘hands off’. In short, I’m used
to staffers not being so involved – and I liked that, because when staff get involved, things
usually get a convoluted, and favoritism results in one way or another. However, this is not the
case at TI: Legacy. The staff here have put a lot of time and effort into their policy and crafted
their positions in such a way that they CAN interact with players. They will hold plots, get
involved, and they know what’s going on. There are 5+ staffers active, and I haven’t felt the
least bit singled out by them, nor have I felt any sort of favoritism or elitism. As an avid gamer,
that alone tells me that the game is going in the right direction, fast.

Activity:
The next thing that drew me immediately to the MUD was the sheer level of activity. I’m
used to ten players, MAYBE, on small RP Enforced games. TI: Legacy has had more than thirty
players online at peak times, and with all of them there are so many webs to spin, so many
tales to participate in. And it’s not only the players who are active; as I said before, the staff are
constantly adding and expanding the game – but most importantly, the code is expanding. Bugs
are being squashed, new systems are being implemented, and the MUD is growing – which is
refreshing in a time where so many MUDs go defunct because of code stagnation. Currently
they are gathering information in an attempt to change the herbalism system to make it more
expansive, and they have been working for the last two months to hash out and implement a
Storyteller system. I haven’t asked much about the Storyteller system, but it has been described
to me as a way for players whose plots are approved to act as a Dungeon Master for their
fellow players – effectively giving every player a way to move plots along the way staff might,
with echoes and other staff commands. Of course, they have a lot of policy subject to observe if
you are to use the system, so that it does not become an imbalanced weapon for players to use
as a way to win, instead of tell a story.

Roleplay:
When I join a MUD, I really like being able to get involved with different plots and
storylines immediately. In TI: Legacy, there’s so many intricate stories going on within the
player base that it’s amazingly hard NOT to stumble upon an interesting piece, and on top of
that there’s almost always a public event every week – whether that be a public burning of a
heretic, arson, Mass, or a variety of staff ran get-togethers like masques and festivals.
TI: Legacy runs off an emote system, which I hope is familiar to most of you reading this.
The playerbase usually sticks to three-to-five sentence emotes, but I have seen quite a few
players doing what I call ‘Arm-Emotes’, or the type of emoting style they use at Armageddon,
which is one or two sentences with powerful content. Emoting is NOT turn based (although
players will sink into it sometimes to be polite, or in particularly tense/messy scenes), and
there’s really no limit to what kind of character you want to run with – whether that be a Knight
of the Order, valiantly hunting mages – or a twisted mage, willing the dead to rise and destroy
your enemy’s estates. With the implementation of the Storyteller system described above in
‘activity’, it will be all the easier to run large plots and share your story with the rest of the
MUD. TI: Legacy also has groups called guilds (no points for originality here) that provide a few
like-minded individuals for your character to interact with, from knights and priests to thieves
and mages.

Combat:
Combat on TI: Legacy IS turn based, in a manner of speaking. Once combat is initiated,
you use commands to attack – and also share an emote-type message of HOW you attack. This
triggers various checks for success, and based on the type of defense your enemy is using
(whether they are dodging, using footwork to avoid you, blocking with a shield, or parrying), the
type of weapon you are employing, and your skill with that weapon, you will hit or miss. While
combat code is something that I don’t generally get involved in very often, the coders at TI:
Legacy have made a system that is easy to learn, but incredibly hard to master. Using a sort of
rock paper scissors system, they have certain defenses good against certain weapons – but they
also have a variety of weapons implemented, from whips to maces. So it’s really a matter of
learning which defense is good against which weapon, as well as learning your weapon skills
and defense skills. While not entirely innovative, the system is a good foundation on which to
build – and it provides a good framework to check balance issues. I’m excited to see what other
features they add into combat as the coders of TI: Legacy start veering away from code that
NEEDs to be done, and code that is fun.

The Bad:
“Gasp! He’s actually going to talk about the bad things? Why, I thought he was a
fanboy!”
Indeed. While my experiences at TI: Legacy have been mostly positive, there are a few
things that have annoyed me over my time playing. Mostly one major thing is the code that the
MUD has set up for movement points. Movement points, abbreviated MV, are points required
to… well… move. You spend them each time you exert your character in moving anywhere, and
they are directly affected by the dexterity stat, as far as I know. Quite honestly, the whole
system annoys the heck out of me because here I’ll be, walking across the city in an attempt to
find somebody for roleplay, only to be stopped because I have 0 MV and am exhausted. Of
course, you can get your MV points regenerated by eating food or drinking (which speaks
distinctly to me of WoW) but then I just sit there wondering ‘Why is my character so fat?’ after
my fifth loaf of bread.
Other than that major annoyance, I have also been involved already with one policy
issue. I am happy to say that the staff dealt with it very appropriately, but it was rather
discouraging to see some players playing to win, rather than playing to have fun and tell a story.
Of course staff can hardly choose their players, and I’m sure over time the problem will fade.
That, or become existentially larger as more players come through the MUD. Policy is always a
hard issue to crack down on in roleplaying games, and even the great ones suffer from
cheating. There’s no sure fire way to stop it as a staffer. Always a few bad eggs, y’know?


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