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TMC Player Reviews: A Moment in Tyme


Review Submitted By: anonymous
Author Status: Player
Started on A Moment in Tyme: -
Submission Date: Apr 21, 2005
TMC Listing: A Moment in Tyme

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

During my time playing on MIT, I have gotten very familiar with the
system they have there. It focuses almost completely on roleplay, with
little use of code as far as your characters statistics are concerned.
There are no mobs to slay, and the only way your character can advance
is through roleplay, which gives you experience points that you can
use to raise your strength, consitution (health) and your dexterity.
You can raise your flowpoints (strength in each flow) if you are a
channeler.

So, those statistics are up to the players. They get 'practices'
and can distribute them to raise thier characters str, dex, con or
flowpoints as they see fit. Players can also choose from some of the
less important Talents, but that is where the power of the player
ends. Immortals determine much of what else a character can actually
do. They determine how good you are in battles by giving you a
weaponsmastery score based on how good the battle roleplay logs are
that you send them, they also determine how good of a channeler you
are, depending on how good your channeling roleplay logs are. In this
way, Immortals decide how skilled and powerful you actually are as a
player. Good roleplay is rewarded in this system -in theory. You have
to assume the Immortals marking your logs do so fairly, and would
continue to do so, even if they did not like the player who they were
marking for. The more important Talents in the world of the Wheel of
Time must also be given out at the Immortals discretion, some people
they allow to have Talents, others they do not.

An important thing to know about A Moment in Tyme, is that there is
alot of waiting around doing nothing while you wait for Immortals to
make decisions, or the Guild Leaders to make decisions. Not all are
very active, and guilds often grind to a halt because of this. There
are many people you have to go through before you can take certain
actions: other players, guild leaders and immortals, and you should
take this into account when planning to roleplay something like a plot
out. Unfortunately, this can mean that you have to explain some or all
of your actual plot ooc'ly before you actually carry it out ic'ly,
and that is a bit of a dull prospect. I prefer a mud where everything
is as IC as possible, and anyone can take an action they desire, yet
they must accept the IC consequences afterwards, however I must say
that a Moment in Tyme is a mud where information about characters is
too often exchanged ooc'ly, and this diminishes the fun of roleplay
somewhat, for me, anyway.

There are a wide variety of guilds on A Moment in Tyme. They are not
all active at the moment, what I mean by that is that not many people
are in those guilds, or if they are, they do not roleplay much. A few
guilds are very active at times, but this varies alot. If you want to
join some guilds, the process is lengthy. A background of your
character is needed, but often you require sponsorships from other
players, and in the Daes Dae'mar Guild, your sponsors also give you a
score, based on how good they think you roleplay, if you are no good,
then you are not allowed in the guild, but also, if the sponsors
actually do not like you, then can give you a bad score, preventing
you from joining the Dae's Dae'mar Guild. So, if you annoy anyone on
this MUD, then it might get difficult for you to do what you want with
your characters as you go along.

Combat on a Moment in Tyme is quite fair, although running away in a
fight seems to be not a viable option, or at least in my experience,
unless you subdue your opponent(s) first. If you get into a fight, it
is turn based with emotes, and you cannot 'close' your emotes,
meaning that you cannot say that your character lands a blow, or cuts
your opponent or anything like that, but you can say that you aim to,
or are about to, in your emotes. The opponent must decide how and if
your blow lands, or if they get cut. Players have to use their own
judgement on this, based on how much dexterity they have, and thier
Weaponsmastery score, and can come up with defensive tactics to
impliment in their next emote, but some people I have come across
really do not want to die, or be cut at all. That is natural, they
don't want their character to die, but therein lies the problem, you
can't really have a 100% fair fight on MIT. Most people I have met
have accepted defeat when it is inevitable though. Immortals can be
called in to 'settle' the fight, making a decision on the outcome if
the players cannot agree. Fighting using emotes rather than code is
more interesting, and, if your opponent's player acts realistically,
then it can be alot of fun and you can really develop your battle
tactics.

There are many places to visit on A Moment in Tyme but for the most
part, all roleplay takes place in Caemyln and you will find little
elsewhere. The timeline is set after the battle at Dumai's Wells in
book 7, but some events have happened differently as players have
helped to shape the mud and take it in a slightly different direction.
The roleplay on A Moment in Tyme is of a high standard. The existing
players seem very good at it. When I first arrived, I wasn't very
good at roleplaying, yet people didn't exclude me, and I have
improved my English writing skills since then, so for me, it has been
a worthwhile experience roleplaying there.


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