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TMC Player Reviews: Seattle 2064


Review Submitted By: Reclaimer
Author Status: Player and staff member
Started on Seattle 2064: June, 2002
Submission Date: Feb 7, 2005
TMC Listing: Seattle 2064

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

Okay, here's the basic rundown of awake 2062 as it currently stands.
It is a heavily roleplay encouraged MUD, with an active playerbase and
immortal base. The code is continually being improved upon and
altered, but we generally schedule copyovers in such a way as to avoid
inconveniencing anyone overmuch. We're also constantly building new
areas, and hosting roleplay runs that are based on the shadowrun 3.0
rules sets. (All the questors are thoroughly knowledgeable about
shadowrun, and will be happy to answer most questions about what a
piece of cyberware does, or how combat works, or whatnot, though we
encourage you to support Fanpro and buy the Big Black Book yourself.)

As far as Shadowrun 3.0 compliance goes, every bit of cyber and
bioware in game, (And we have most of the major bits of cyberware, the
only notable exception being headware decks) works how it is supposed
to work. We have skillsofts, linguasofts, nearly all useable bioware,
including cosmetic bioware, and of course all the classic cyberarm
replacements and wired reflexes for you super duper street samurai out
there. Alpha and Betaware are available, but that's dependent on
availability rolls. Deltaware is restricted, and is earned by
roleplaying interaction with the imms. Similarly, initiations for
magicians of all stripes are handled by imm interaction.

The playerbase as a whole is relatively newbie friendly, particularly
the imms, however there can occasionally be some snobbishness from
some players. Generally the imms will step in if someone is griefing,
or similarly messing with the play experience of others on an ooc
level. In other words, in character, you're own your own to some
extent. We do have a playerkilling flag, however most fights are best
resolved through imm rulings, as no mud can accurately simulate the
complex modifiers of a properly run shadowrun combat, so if two
characters are facing off in a possible permdeath situation, it is not
a problem at all if you want an IMM there to assure a fair fight.
Permdeath is entirely voluntary, except in extreme cases or if
cheating is involved.

Cheating, spamming, botting, are forbidden, and random mobkill is
generally watched and enforced by the imms. Run around putting random
schlubs on ice, and eventually lone star (Seattle's police force)
will get wise and start hitting you with SWAT teams and the like,
generally under imm control. This mud is roleplay encouraged, so you
don't have to interact with people if you don't want to, but most of
the best equipment, and all magical advancement can only be had
through roleplaying and interacting with both players and imms on a
fairly intensive basis.

We have a working mudmail system useable for both in character and
out of character communication, and we encourage players to utilize it
for communication with the imms and other players.

Shadowlands, the massive data haven which is part of shadowrun's
roleplaying environment, is simulated in game, and to some extent can
even be a meta game of posting, debating, earning karma and getting
goodies depending on the questions you ask and comments you make. We
have a great deal of stock NPCs we use to comment on shadowlands, and
it's a good place to brag about your last successful shadowrun or go
looking for the latest state of the art toys.

I will be honest, the code is a sort of patchwork code, but we're
improving it constantly, and do our best to work around it entirely
with mort on imm interaction.

Me, I've been a player since 2002, and was promoted first to Imm,
then head roleplaying administrator during the 2004 period. I've
played mostly street samurai and physical adepts as a player, but have
immed for virtually every race and class combination in the game, and
have learned the system through a lot of reading, as well as practical
in-game use.

The present administration of the mud (Myself excluded) consists of
Enola, Serge, and Gerhal. They all love the Mud, and are very honest
and forthright people. Like me, they are intolerant of cheating, so
you will not find any cheaters among the player base or immortals on
the mud. All of them are experienced administrators and are skilled in
their particular areas of specialty. They work pretty hard at it, too,
generally in combination with one another. Like Enola will build a new
area, Serge and Gerhal will code in new functions for items in it, and
I'll run a roleplay event introducing it.

Awake has a pretty high fun factor, particularly if you participate a
lot in the roleplaying, as there are overarching story threads, and
global events going on which makes the place more dynamic.
Impressively, if a building gets demolished during a roleplay run,
soon after this demolition, our build staff will copy over and have
the said building gone, or replaced in some way if important things
ere inside it.

 Anyway, I look forward to seeing you in our game. 
 Best wishes,
-Reclaimer

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