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TMC Player Reviews: Dark Risings


Review Submitted By: Malkazez
Author Status: Player
Started on Dark Risings: 1999
Submission Date: Dec 10, 2005
TMC Listing: Dark Risings

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

I've been involved with Dark Risings in many
different capacities over the years. I have been
a hardcore roleplayer, a builder, a pester thief,
a blood hungry PKer, and an immortal. Given my
familiarity with DR, here's what I've got to say:

PRO:
- Lots of stuff to do after you can't advance levels.
  Hunt for rare equipment, quest, learn a trade skill,
  become a master enchanter.
- Very flavorful, unique areas.
- Most of my fellow old PKers are gone. That means it's
  easier for new people to learn the PK ropes and participate
  without getting automatically crushed.
- Each character is a unique playing experience. You
  can customize your skills as well as race/class. Characters
  do not all 'play the same.' Guilds, werecharacters, 
  and vampires present an even more customizable experience.
- Periodically, there are large scale conflicts or guild wars.
  These are wonderful RP and PK experiences.
- IMM staff is very courteous

CON:
- IMMs can sometimes be very heavy-handed in the
  administration of the MUD. They have essentially declared
  peace in mortal wars, unilaterally.
- Though guilds are a great opportunity, few guilded
  players are active. In the past, this was a vibrant
  'community' in the mud. Now, less so. Still, it's the
  sort of thing that runs in cycles. It is unfortunate
  that the best experiences are often to be had outside
  of the formal guilds, though.

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