First a short list of features:
- LP Mud, nothing stock
- Medieval tolkien influenced high-fantasy, good vs evil
- Classless, levelless, skill and quest-focused
- Legal systems, judges
- Saved equipment, lockers and bank accounts
- Skills in numbers, stats in descriptions
- Detailed combat
- 7 deities - 2 good, 3 neutral, 2 evil
- High magic world, gods and religion play a big part
- Guilds (clerics for 3 gods, evil warriors, good warriors,
shaolin monks, druids, thieves, rangers)
- Professions (skalds, scribes, alchemists)
- Crafts (gem-cutters, parchmentmakers, tanners, trappers,
book-binders)
- Seas, continents, ships and shiplines
- World divided in 'good' and 'evil' areas
- Reputation system, and clerics/good warriors can detect your
'reputation'
- Combat focused, highly PvP
- No global shouts, no IC channels (except a newbie channel),
toggle:able room-based OOC speech
- Wizard-run live-quests (about 2-3 times a year)
The main problem in Geas is the huge lack of history. There are only
a few documents describing isolated events in the worlds history. How
the world belongs together, the meaning/purpose of the setting,
history in general, is usually left to 'players define it'. While
this is nice to some extent, it leaves many problems. First of all,
it is very hard to define a character. This should be self-explanatory.
Second, it is very hard to make any sensible plots during game play.
There is generally very little to do except 'gaming', when you are
online - most people do powergaming and optimize their character
strength by the maxi-min principle:
Most of the game is about combat and PVP - at least there is little
support for any other kind of character type. For example, the druids
guild is a non-combat concept, but the subsystems do not really
support them. They have basically nothing to do. It is *possible* to
play non-combat characters, but do not expect any designated support
for that. I can not think of a single character which played a
successful non-combat politician or merchant for example. And this
is sad, because Geas has potential for so much, if there was just a
bit more focus put on it, things could be a lot better. All subsystems
seem to support combat as well; alchemy makes you able to create
potions to heal in combat, mining gives you metals which gives you
possibility of ordering custom weapons/armours and so on. If there
were maybe a few more dimensions other than combat, where people
actually could make an important part of a story without being
über-strong, the game would be a lot more interesting (and diverse!).
A lack of history/setting generates many other flaws. For example,
races are totally undistinguished. There is basically no difference
at all between someone who plays an elf and a human. They do the same
things, speak the same way, care for the same things, go to the same
places, carries the same attitude. There is no difference at all
between these as groups. The difference between races is, sadly like
most DIKU (or whatever), only in stats. There are some differences in
history, but they differ very little. I can only think of one
character which ever played an elf in a distinguished way, but it was
mostly because of his own roleplaying skills, rather than a good
system that helped him play it. You will find humans, dwarves, elves,
tshaharks and halflings, sitting at the same place, chatting with
each other, as if there was no history between these cultures. Then
again, there is no description of the cultures. The available races
are: human, elf, dwarf, half-elf, halfling and tshahark (an
über-strong warrior race). Elves also have the possibility to devote
their soul to any of the two dark gods and turn into darkelf. Darkelf
is the only race which is treated differently in practice. The lack
of descriptions of historic events and cultures leaves a big scar
through the MUD.
Power in Geas is very centralized. Decisions and verdicts are taken
by basically one person, at best, by one and a half. Major decisions
are supposed to be taken by two or so other admins as well, but their
saying is very anonymous, if even present. You will also find snappy
comments on your opinions or suggestions, some admins are better,
some are worse, some do not speak at all. While the admin nowdays
have improved the communication with the players, communication is
still more a statement of the belief of the admin. Never will you
find anything concrete to meet your arguments, and if you did actually
make a good point, there is usually silence.
There is also a lack of rules in Geas. It seems like sometimes they
forgot to copy their predecessor's rules to their own MUD. Rules are
'follow common sense' - which works pretty bad - you will know
'afterwards' if you broke any rules, where some of those rules you
had no idea they existed or were considered common sense. This, in
combination with centralized rulership of the MUD, plays badly. If
you also happen to have criticized anything, you will find yourself
in a bad position.
The world is also very poorly documented. Some helpfiles are even
directly wrong! You can usually not trust what is in them. Some
things are also only commented on in the news (with the helpfile
missing). Finding the documentation on a feature might be impossible
because the news item is long gone in the history.
Another disturbing thing is that the syntax varies from place to
place, and you can end up missing things you actually did discover,
just because you could not figure out the syntax in a particular
situation.
The In-Character experience is mostly pleasant. People take IC/OOC
separation seriously, and the big reason to play Geas is for its
realism. Sadly though, the IC/OOC separation is mostly cosmetic.
When it comes down to important things, people chose to ignore
roleplaying. This includes things that people not only choose to do,
but also what they do not do, which is an important part.
Combat is detailed and there are many special attacks. The skill
system is learning-by-doing and guilds are mostly political war
guilds. Guild skill-bonuses were lately removed, which promotes that
it is a class and levelless world. This is great! The problem is
that, while you can customize your character a lot, the stereotype
characters still work best.
If you are able to accept that you can not realize your character in a
good way, shut out the constant lack of content, and deal with a
tiresome OOC atmosphere, then you can consider this a good MUD,
probably one of the best out there.
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