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TMC Player Reviews: The Inquisition: Legacy

Review Submitted By: Cyrio
Author Status: Player
Started on The Inquisition: Legacy: July 4th, 2013
Submission Date: Aug 2, 2013
TMC Listing: The Inquisition: Legacy

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

The Inquisition: Legacy, comes from venerable stock -- drawing setting
and inspiration from the original Inquisition, and therefore is a
continuation of time tested and established lore. The Inquisition, true to
its namesake, establishes itself in a late Medevial period, in the nation
of Lithmore, during which religious zeal inspires great devotion -- as well
as suspicion in those whose faith seems lacking. The lynchpin, however,
that separates the Inquisition of fantasy from the inquisition of reality
is that magic, in this game, is very real. In the setting of Legacy, magic
is not a superstition -- its existence is a documented fact. This sets the
scene for the main draw of Inquisition -- a cloak and dagger shadow war
between the pious and the heretics, where the former can legally throw the
latter on the pyre, and the latter have power far beyond that of mere

It's an interesting concept and one that plays out well for a Dark Fantasy
MUD. The war between various factions almost always spools out indirectly
-- assassinations, rumor gathering, spying are central and common
occurences in this theme. Both mages and thief characters have a heavy
emphasis on subterfuge and secrecy. As both can only exist as long as
their identities remain anonymous, they must balance honing their skills
against the persistant threat of being 'found out' -- particularly
dangerous for mages, which are summararily executed. Likewise, achieving
goals is a delicate dance for a mage or thief, who must find unorthodox
ways to coerce, kill, or subtly influence to prevent the situation flipping
on them, resulting in their deaths. Often times, a single careless gesture
or mistake can produce this grim end, producing an unending tension that
heightens the draw of Legacy.

On the other side of the coin, the Order and the Reeves (orginizations
centered on fighting mages and thieves respectively), rarely have evidence
to convict on, unless the thief or mage are caught red handed. Only by a
careful attention to detail, flipping of informants, and shrewd dectetive
work can lawful players close in on apostates and thieves, before they
themselves are picked off. And even the most well presented evidence
always leaves the nagging suspicion that maybe, just maybe, the one dancing
on the pyre was a victim of mistaken identity.

This never ending game of cat and mouse is made more compelling by a well
drawn out setting. Multiple cultures (each with their own religious and
lifestyle dogmas) lend facets to the roleplay, while groups such as the
silver-tongued Troubadors who control public opinion, to the Nobles -- who
control vast reserves of wealth -- influence and manipulate how the ongoing
struggle for the souls of Lithmore play out. An advanced rumor system, as
well as intricate crafting, performing, and utility skills meld fluidly
into the mix, deepening the experience exponentially.

However, with a focus on subterfuge and 'shadow war' mindsets, the obvious
problem that emerges is the OOC exchange of information. However, an
extremely active and alert staffing force is in place to combat and keep an
eye on suspicious behaviors. In my month or more of playing, I can count
on one hand the times I have logged in and there have been no visible
staffers. Generally, (perhaps ninety five out of one hundred times) there
is a staffer on, providing thematic assistance and policy oversight.
However, a greater barrier to OOC manipulation exists, in the fact that TI:
Legacy's player base is among the most mature and friendly I've
encountered. Any in character backstabbery is left just as that -- in

If there is a criticism to be made, it is that the game's meta plot tends
to plod on quite a bit. Because of the secret, running battle that is
centric to the game, it's hard to notice when things are going on. While
there is thematically over warfare going on, the front if thousands of
miles away from the IG playable area, restricting most conflict either
cloak and dagger feinting, or social jockeying through rumors and 'tavern'
scenes. This is alleviated greatly by the storytelling system, which
allows staff to approve plots presented by players. These players are then
given reduced staff powers for a temporary period, allowing them to briefly
'DM' scenarios for other players to enjoy. It's a tidy system that allows
for open conflict and set-pieces to brighten the day-to-day gameplay, but
they are far and few between. I have only experienced one in my time in
TI: Legacy.

That being said, the strength of the game's community, theme, constant
staff input on code and policy, as well as unique game mechanics more than
merit this to be examined by anyone looking to roleplay in a less visceral,
more cerebral environment.

TI: Legacy can be found at

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