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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