After 15 years of playing other MUD games, I had pretty much given up.
I was tired of the old hack-and-slash routine. Tired of working endlessly on characters whose personal stories were subsumed by be-all end-all combat mechanics. Tired of rude, know-it-all players, griefers, twinks, and trolls. Tired of player and staff cliques. Tired of the GRIND.
And then, about a year and a half ago, I found TI: Legacy.
I can't tell you how glad I am to have given this game a chance. If you enjoy storytelling, intrigue, and an emphasis on character development, you need to give TI: Legacy a try. In this game, you earn experience not by killing the same monsters over and over but simply by roleplaying.
If you've never played a roleplay-focused MUD, this means that you earn experience basically by telling your character's story: describing their actions, speech, and thoughts through emotes and poses with other characters in the world. The first character on your account gets bonus experience, every character gets a customizable first set of clothes, and every character gets a 1-room home that can be described however you choose.
The theme, which pits the righteousness of the Church against the abomination of witchcraft, allows plenty of variety and creativity while still providing structure. Witches hide amongst the populace, and it's the job of the Order and the Knights to save the witches' souls by burning them on the pyre. Knowingly helping a witch can get you branded as a heretic or outright killed, so you must choose your allegiances wisely!
Although PKing is allowed, it's taken very seriously in TI, as PK deaths are permanent. This provides the game with a sense of danger, as actions have potentially life-altering and life-threatening consequences. At the same time, however, the player-base is overall very friendly, patient, and helpful, especially toward newbies (as previous reviewers have mentioned). The game also has an easy-to-learn yet nuanced combat system that uses emotes rather than predefined 'attack' messages, which allows combat to be part of a story, not just an automated sequence and a means to an end.
Climbing the social ladder doesn't require combat prowess for many professions, however. The economy in TI is player driven, and PCs can design, craft, and sell their own wares, including furniture, weapons, and medicines. You can play a pick-pocketing street urchin or, if you take part in the regular Regency Quest, potentially even the King or Queen Regent herself.
So what are you waiting for? Give TI: Legacy a try!
When you get in game, be sure to type HELP THINGS TO DO.
Here's a list of some of the things I have personally done, to give you a taste of what's possible: - Punched an insufferable Daravi emissary in the face. - Saved a room full of people from a terrible demon. - Rose from a lowly page to the Earl Marshall of the Knights. - Saved the city from a grandmaster Earth mage. - Wrestled a giant crocodile in the sewers. - Kidnapped a gentrywoman as bait for a Knight. - Branded a Knight using magic fire. - Raised a zombie from a corpse and sent it into the cathedral. - Used magic to trap people in the cathedral during Magebane holiday. - Used magic to trick a Knight into thinking his bride was a witch. - Seduced a married woman with a magic love potion. - Assassinated... well, a few people, but they had it coming. - Spontaneously took part in a Troubadour's play. - Built a successful tavern with two business partners. - Beat an insubordinate guildmate into compliance. - Earned several gold coins through poker games (see HELP CARDS). - Enforced sumptuary by demanding a gentrywoman change clothes. - Saved a hostage from a desperate Tenebrae. - Created damascus weapons at the Crucible Forge.
Hope to see you in game!
Use the following form to submit your comment. Please keep in mind these guidelines:
Expect bugs while we transition TMC to a new platform, please help us by reporting them!