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TMC Player Reviews: Dark Risings


Review Submitted By: snoopy
Author Status: Player
Started on Dark Risings: 2005
Submission Date: Feb 17, 2009
TMC Listing: Dark Risings

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

I began on DR as a real trube, my first mud. It wasn't the first one
I tried, but it was the first one I stayed on for an extended period
of time. A lot of the others I had tried were overwhelming, confusing
and just not involved enough in preserving new players for me to stick
around. The reason I first stayed was because within minutes of being
identified as a trube, I got a lot of mortal and staff support, easing
myself into the process; an established guild [DAWNING] played a big
part.

For a long time I was intent on RP and avoided PK like the plague...
and though it's in balance here, I was pleased to find it was
possible without completely separating the players into deadly and
non-deadly clans. PK is a fair and easy to learn system, though
obviously hard to master, and one that is really made better by how
even the old familiar areas have been developed. Some of the builders
seem to be interested in both pk and rp, because every time I see a
new area go in I find a real fertile field for both... and it happens
regularly. Staff seems to be, while ICly some of them can be evil
idiots, friendly and receptive. I've never been ignored when I've
expressed a concern to them OOC, either personally, or through one of
the tons of boards that exist to help keep the game up to date with
what players want.

One of the few downsides on here, personal opinion, is lack of pester
characters. I just think they keep the game fresh, but hey that's
just me (if you could make one I'd applaud). RP is required to PK, so
if you do get randomly trashed, it's dealt with by staff which is
nice. ummmmmm, what else. Oh. Heavy duty pkr's do get their own
little sections of guilds and clans if they want that make it a little
easier to fight, like this clan Brawler. If you're in it, you're
telling everyone it's ok to jump you, you want to try out like 2 on
1's, and you're willing to fight for loot sometimes. The races and
classes really give the whole feel of pk an interesting and viable one
(I strongly dislike systems where everyone gets all the same base,
Vive Le Class Specifics!)

All in all, DR is the top of my list, without going into all the
quests, more macabre vamp rp the different guilds. I know every mud
has someone who says this, but I think this one is the most player
run. Every time I've seen serious and well thought out remarks about
the balance of the game I've also seen some kind of change. I feel
really comfortable playing, don't plan on leaving, and hope some of
you folk will join me!

5 out of 5 fo schnizzle.


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