Thank you for your interest in submitting a comment for the review of
The Inquisition: Legacy.
The form for making your submission is provided below, if you have
previously submitted reviews or comments and have already read this you
may skip ahead to the submission form. If this is your
first review/comment we recommend that you read these guidelines carefully.
A valid email address is required. Upon submission, your comments will
be mailed to the email address you specified. You must return this
confirmation email in order to approve of your submission.
Please supply as much factual information as possible to support the
position of your comments, in response to the specified review.
Absolutely no profanity of any kind will be acceptable. Your comments
must be 'clean' enough for a child to read.
Comments submitted with excessive spelling and/or grammatical errors
will be returned for correction. Minor cases will be corrected by TMC.
A review may be requested removed at any time provided it has no comments
attached to it, once a review has
comments attached to it this option is inelligible.
These guidelines may be changed at any time.
You are commenting on the following review
Reviewed Mud: The Inquisition: Legacy |
Review Submitted By: Kuzco
Author Status: Player
Began on The Inquisition: Legacy: 2016
The Inquisition: Legacy is the third iteration of a MUD started in 1999. It
takes place in a vaguely medieval western Europe setting called Urth, and in
particular the city of Lithmore, capital of the namesake kingdom. Characters
can be of one of three social classes (freemen, gentrymen, nobles) and seven
races (all humans, although some racist characters may disagree). From then on
you can join one of four (plus some secret) guilds. It's not mandatory but it's
encouraged to give you goals, purpose and easy rp.
And then you have magic.
Magery is the utmost sin in the pervasive religious atmosphere in the game.
According to ineffable dogma, mages are corrupted to their very soul and they
spread such taint to whoever they engage, even if unbeknownst to them. For this
reason the only way to 'cleanse' a mage is by fire.
This means that if you're a mage and get caught, you are going to be set on fire
and perma killed. Such is the price to pay for sin.
-Good code: TI supports a huge variety of roleplay. You have code for emoting
in specific parts of rooms, for changing languages mid sentence, for adding
colors seamlessly. You have code for sneaking, pickpocketing, eavesdropping,
for emoting to other rooms, sending messengers (the game's only way to ICly
emulate 'instant' messaging, which actually takes a few minutes), sending mail,
getting drunk, casting spells. Each guild has little coded advantages, often
secret. There are coded pets, coded retainers, coded livestock, crops.
There's even a skill for dancing. For politics, rumors, social power. And let's
not forget you can organise special events and run your own plots with mini
GM powers. Truly the code is so good that it's the main sell for many TI
-Good RP: Emoting in TI is a serious affair. Players put up their best to make
ellaborate interactions full of inflections, quirks, bodily posture, etc. There
are few players who write less than two lines per single emote, and it leads to
rich, colorful scenes, even if serious in tone. Guilds work together, clash,
conspire. There's inner guild conflict, grand political machinations, magical
attacks, even the rare demonic attack.
-Good staff: Staff is good. There's no way around it. They are patient, they're
very dedicated, and helpful. They are also few, which makes them all the more
valuable. They answer questions tiredlessly and are just plain nice.
-Extensive crafting: There's hunting, foraging, skinning, butchering, pottery,
cooking, woodworking, jewelry, husbandry, smithing, fishing, papercraft.
and so on and so on. Then you can customize the text (strings) for all the
things you make, sell them, use them, whatever you want.
-Theme is upheld: In general everyone is strict about it. That means that piety
can make or break your reputation. Social etiquette, natural aversions or
preferences, racism, bigotry, class warfare, they all exist and player
characters actively promote them.
THE NOT SO GOOD
-RP is slow: It's a consequence of the complex emoting. People take long turns
for scenes. As in, expect to post once every three to five minutes in -small-
scenes of three characters. Now try eight. More than once I've been in such a
slow scene that I've simply forgotten I was logged in, much to my shame.
Luckily some players prefer to go for shorter, more expeditive RP, and they are
-Not many players: The MUD has lost some of it's former population. It doesn't
have quick ways for easy gratification; you must earn what you want, and even
more so now after some code changes. Be prepared to have to go out and meet
player characters and not wait for them to come to you.
Bottomline? TRY IT. TI:L is like a race car with the pedal pushed to the
middle. It needs more players to go full speed and make wonders again.