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Welcome to the mystical fantasy world that is The Edge of Darkness. Within this ancient alternate reality lies a vast medieval...

[Dikumud] Heavily Modified
September 11, 2018
Small new mud with hopes of becoming a modern day mud with some twists.

August 19, 2018
"The common people of Arvum wouldn't really call the last thousand years a 'golden age'. Since the founding of the Compact...

[Unknown] Evennia
August 07, 2018
Rothogna MUSH is a roleplaying game that mixes space exploration, industry, and colonization on an original near-future setting (23rd century), featuring...

[MUSH] PennMUSH version 1.8.6
August 06, 2018
"Now why would you wanna do a damn fool thing like come to Sweetwater for if you don't live here? We got VAMPIRES, people! Got big ass fangs like a freakin'...

[Unknown] AresMUSH
August 06, 2018
Dreamwalk MUSH is a game about dreams built on old MUSH ideas. In it, you are a dreamwalker, a lucid dreamer who can travel to other people's dreams from across dimensions...

[Unknown] Modded AresMUSH
August 06, 2018
Genesis is the original LPMud, though little remains of the stuff from the early days. The emphasis of the mud is to be a challenging game. Themes includes Tolkien, Dragon...

[LP] LPMud - CDlib 06.05
September 21, 2018
This MUSH is a roleplaying RPG set in the Sequel Era of the films. We've been around since 2001 with tons of unique systems to enhance RP. Check out the full listing for details.

September 20, 2018
Age of Heroes: Fire, Iron and Blood The best mud you've never played!! 100 Percent AWESOME! #Bestmudever 18 Years in the...

[GodWars] Merc Rom Godwars Dystopia
September 20, 2018
AnimeMUD started back in the '90's. It has switched hands over the years. And basically has gone stale with no players. It was put up by others for nostalgic reasons in...

[Rom] Rom24b6
September 19, 2018
This is a legacy MajorBBS system running the following door games : T-LORD, Androids, Tele-Arena 5.6 GOLD, BladeMaster, Crossroad of the...

[Unknown] MajorBBS
September 19, 2018
Cowboy Bebop: Space Cowboy has been in existance since May, 2003 and boasts one of the most advanced and original codebases...

[SWR] Bebop 1.0
September 19, 2018
4 Dimensions is set at a time after a massive nuclear war has caused great rifts in the Time Warp of Universe. Due to those rifts, generally known as 'Time Traps',...

[Circlemud] bpl15 modified
September 17, 2018
Infinite adventure, decades of custom development, no pwipes!

[Dikumud] Original / HEAVILY modifi
September 16, 2018
Dragonball Evolution is the longest running DBZ MUD online with 17 races, 7 planets and a loyal playerbase.

[Circlemud] DBX modified for 16+ ye
September 15, 2018
All is as Shen willed it, so long ago. The Elder Gods have danced through the World, and made it as it should be though their struggles and squabbles shaped it...

[Rom] VILE Codebase
September 14, 2018
About Text Muds - Where are we headed?
In Category: general
Sat 22 Sep 2018 11:55:13 AM EDT
Posted by: Famine
Drag(*)nBall Z FE
In Category: mudpromo
Sat 22 Sep 2018 11:54:45 AM EDT
Posted by: ThunderZ
TMC Website Change
In Category: uncategorized
Sat 22 Sep 2018 01:44:42 AM EDT
Posted by: Durion
Converting Area files to PNG
In Category: code
Fri 21 Sep 2018 11:27:27 AM EDT
Posted by: Hades_Kane
Current Comcast Port Forwarding
In Category: code-help
Wed 19 Sep 2018 11:29:58 AM EDT
Posted by: RahjIII
Gates of Krynn: A Dragonlance Themed CoffeeMUD
In Category: mudpromo
Tue 18 Sep 2018 05:03:10 PM EDT
Posted by: Gicker
Adventures Unlimited
In Category: mudpromo
Sat 15 Sep 2018 10:43:07 AM EDT
Posted by: Durion
New Mudlist Fields
In Category: uncategorized
Fri 14 Sep 2018 02:29:08 PM EDT
Posted by: TMC_Admin
EverWar - PvP - Overhead Map - Good vs Evil - High Fantasy
In Category: mudpromo
Thu 13 Sep 2018 12:04:20 PM EDT
Posted by: CptRice
Shadowgate MuD - Under new management
In Category: mudpromo
Wed 12 Sep 2018 04:14:28 PM EDT
Posted by: ViolaRose
Old MUDs still open
In Category: mudpromo
Wed 12 Sep 2018 12:42:57 AM EDT
Posted by: Rave
Worlds of Carnage / CytheraMUD
In Category: mudpromo
Fri 07 Sep 2018 02:32:21 AM EDT
Posted by: blobule
Looking for P-Testers
In Category: general
Wed 05 Sep 2018 08:52:49 PM EDT
Posted by: reketsu
Looking for players to PTest
In Category: general
Wed 05 Sep 2018 08:52:40 PM EDT
Posted by: reketsu
Godwars Kingdoms looking for help
In Category: mud-staff
Sun 02 Sep 2018 03:39:33 PM EDT
Posted by: foe
Recent Mud Reviews and Comments -- Search TMC Reviews
Arx, After the Reckoning -- Mud Review posted by Bobobo
Posted on Thu 20 Sep 2018 09:11:20 PM EDT / 2 comments
Display Review

So what is there to say about Arx? Well to start they get a lot right and they miss the mark on a fair number of things. For the good the systems they've implemented, the coding is solid and it is regularly being updated to include fun new features that always seem to include at least one cool new feature. The player base is phenomenal and despite having the same occasional bad egg that is endemic to mu*s period, the rest of the playerbase is overwhelmingly warm and supportive eager to draw you in and help you get settled. The rosters that they wrote up (yes this is a roster game love it or hate it) are generally stellar and feel like they were natural tie ins for when the game first started up. The setting despite the flaws (which I most assuredly will touch on later) has great promise and a lot could come from it. Not to mention the investigation and action system are pretty cool (even with your actions more often then not resulting in a booby prize rather then what you'd been aiming for initially. The ooc intent and tldr fields seem to be ignored if you don't write up things just right.)

The Meh: Okay lets start out with those roster characters, they did feel absolutely amazing there in the beginning of the game, but now they feel a little out of date, but the story runners seem unwilling to let the world evolve naturally so even if run into the ground completely they keep a level of undue prominence when it comes to the nobility. The next meh is once more on the roster system, no one is ever vetted for anything. We've seen multiple High Lords (one of the highest org leader positions) given to players completely new to the game which generally is throwing them in way over their heads. Skills are done on a white wolf esque system with 5 dots in a skill being the capping point for 99% of the players. However with the easy availability of exp, everyone is sitting at 5's in all their core stats for their concept from peasant to high lord. Thus everything is scaled to every character being at a level described as 'best in a generation' meaning if you plan to not be exceptional you are going to be fucked over because all dice checks in the story, prp's and general contests are scaled to these monsters rather then the average person. Not necessarily a bad thing, just a thing.

The Bad:Okay so the bad, every game has its bad and Arx is no exception. First and the most prominent thing, goddamn this story. It's not beyond saving but a couple years into it and they've hit a DBZ spiral of ever increasingly powerful bad guys. Not threats from within the compact, nope, they are all existential civilization/world ending threats. Which when you've seen two world ending magical big bads, can you really find it in yourself to approximate terror at the third and fourth? It's had a level of exhaustion not dissimilar to Warhammer 40k, where yes every thing you face is unknowably bad and ready to end everything. The next is a bit of a minor thing, but still it rubs me the wrong way. The world is most assuredly on rails and there is no getting off this train, ever. The part that bugs me here isn't that its a thing, but the fact that the admins aggressively denounce that (even having banned a player who suggested it). There is definitely a favorite game going on, and it doesn't take long to see who the favorites are as they are rewarded with all the shiniest toys and roles (which again is denied, but the actions are speaking louder then words). Which all in all if what you're doing and what they're doing are on two separate paths, it doesn't matter but if they cross over into your lane, be prepared to be thrown into the back seat. Lore is changed at a whim and when it is pointed out anyone who disagrees with that is told that they are wrong, and that it has always been like that and they were just engaging in bad rp, despite ample evidence of the imms having gone with the old lore in the first place.

Overall its a pretty fun place, you stick to your small corner you ignore the world about you and toss aside any notions of autonomy or being able to make a difference that wasn't pre-scripted and you'll have a blast. Run counter to one of the roster characters or favorites and you're in for a bad time. I'd give the game an overall 6/10, the story about 3/10, setting an 8/10, the pbase a 7/10 and the imms themselves a 4/10. Give a shot, you could have a blast here. I know for all the negatives I've listed I don't plan on quitting any time soon.

Comment posted on Wed 05 Sep 2018 09:26:12 AM EDT by Apostate:

I really appreciate anyone giving an honest opinion of the game, good or bad, since I think it's always helpful. Even if I think something isn't accurate, knowing someone felt that way still allows me to see things that could be done better, or are not as clear as I'd like to make them. I'm definitely not perfect, and there's always things I can improve on, so I owe anyone thanks that takes the time to write up about any negative or positive experiences.

We definitely have problems with scale. When I made Arx, I intended it to be a game for a couple dozen people that might enjoy playing in a very story driven, tightly focused narrative, more of an online tabletop writ large in a persistent world rather than a MMO writ small. Instead of a couple dozen players, there's been 916 unique players that have tried the game at some point since it opened. Now the game is designed around each of those people being able to have a story around the development of their character and work it into a cohesive, ongoing plot for the game which has a few dozen strands. That is pretty challenging, and presents some problems that I think don't come up too much in other MUs.

Like the main problem is from the original design of 1/30th of the game size, I intended to be very hands on with each player and be able to make sure they were having fun and were finding satisfying roleplay. And I can't really do that. We have a small staff because I insist on it being only people whose primary passion is for GMing, and they would never get personally invested in any kind of player conflict that could bias their GMing, and they are willing to forgo any kind of personal participation in the story as a player if necessary to keep it focused on players. The problem here is that results in a very tiny pool (since the overwhelming majority of people that want to become staff want to still keep their own PCs where they can shine in stories), and with so few people to entertain a huge player base, we're forced in a very reactive role, when really we'd want to be proactive in making stories for people.

Like when the reviewer mentions favoritism, the truth is I just don't know or talk to almost any of the players at all. Like he talks about 'actions' and 'investigations', both of which are essentially coded heads up to the GMs of, 'Hey I want to try to do this thing offscreen with my character' or 'I want to try to find out more about this topic'. The latter can match with already existing lore that I've written, but still an overwhelming majority of the 'I want to find out more about X' results in us writing something new about X, and all actions are still written by the same people driving the story. The advantage of this is we can keep things relatively coherent and focused on tying everything together, which is partly why the game is so popular, because people can really feel a part of the big overwhelming whole. The downside is with so few staffers, we have to gate these heavily by time (say a couple 'I want GMing' things a month), and if people are waiting that long on something, if they don't get just what they want, they are going to be understandably very frustrated. That's where I think the favoritism stuff comes from, since if player A who I don't know tries one thing once in 3 months and it doesn't go how they hope, and player B is unbelievably active and organizes 10 different people to try 10 different things, and 6 result in successes, then player A is going to be upset, even if I have really no idea who player A and B are at all and have no personal investment whatsoever in what they are trying to do. Being forced into a reactive role tilts things in favor of the most active players of the player base, as they try the most things, and then see the most visible results from trying things. But it's hard for me to notice that perception, since there's been about 2700 actions written and 1430 investigations, and each of those could have dozens of players involved.

And that kind of plays into why I think some players get a perception of railroading, which I find disappointing. Part of me is incredulous about it, because I flat out don't know how the big stories will resolve and I'm the one writing them. Like for season 1, I thought of maybe 30 different ways the major story arc for the first year and a half of the game could go based on player actions and decisions, and I wasn't even close. I thought the king would die (he didn't, so I opened him up and let a PC play him after vetting the dozen or so applications for him for a month). I thought there would be a major war between the PCs and an antagonist group (it didn't happen, they became allies). I thought a Big Bad type antagonist would be a minor thing lurking on the edges for a couple years (it didn't, the PCs attacked it and its minions directly, provoking a large scale invasion). Similarly, I am just not personally invested in the direction things go, but when players try to shape the narrative, I try to think hard about what makes the most sense in the context of the game, how likely things are to succeed, the abilities of the characters involved, and so on. The tricky thing here is in order to have an effective narrative, I want to have some things be obscured, since running a game about finding forgotten lore just isn't as entertaining to people if all of that forgotten lore is visible and transparent to everyone from the get go. It'd be like watching a murder mystery and already knowing the entire plot and ending. Sure, some people would enjoy it, but not as many. But obscuring things opens the door to people having absolutely no idea who is investing how much effort into what, and of course people are going to feel upset if things don't go there way. Like that figure of around 2700 'I want GMing' actions. Each of those could have any number of players helping out on the action. So for some big crisis we might have literally 200 players going, 'We want to try to make X happen' and one dude going, 'I am going to make a halfhearted attempt at Y happening', and then X happens, and the one dude all about Y goes, 'whelp, guess staff always wanted X, it was railroaded'. No man, I don't care which happened, but there's no possible way to justify Y happening when the odds are 200 to 1 and it makes more sense. For the overall plot of the game, I just outline a potential situation in the broadest possible terms, and then drop it on the heads of 500 active players, each wanting to do their own thing in response to it. I mean maybe some people think that's railroading, but it's probably more like one guy wandering into traffic and expecting every car to swerve and miss them. The one dude we banned was because he drunkenly declared he'd do his level best to ruin the fun of everyone he came into contact with, and hated everyone and everything so it seemed pretty dumb to be like, 'yeah sure keep playing and try to make everyone miserable.'

Anyways. I think it's very challenging to help with those perceptions without undermining some of the big appeals that makes the player base so invested and generally happy and pleasant, that a majority of people constantly interacting with GMs in those small ways (actions, investigations, on screen GMing) enjoy those, and get things to RP about with other people and drive story. But while we do that, and it's not visible to avoid spoiling the story, effort is obscured and to a lot of players it can look like things come easily or out of left field. I'm not really sure how to fix that aside from adding more staff, but I don't want to do that unless I can be sure the staff won't ever be abusive in any way.

Comment posted on Thu 20 Sep 2018 08:53:38 PM EDT by Jarel's Player:

Apostate is actually telling you the truth. Yep, I'm banned. Doesn't matter what for. And its Perm! So nothing to lose or gain. Anyhow...

Arx is a great game. Even if I got smacked with the ban hammer, it would be dumb for me to give a wrong review because of that. And because I have zero investment in it, there is no reason for me to lie about it. It's a very good game and well crafted. Every person is pretty much treated with a level of importance even if they were criminals and such. The staff really do try to make the best for everyone and their actions and such. And every position is player based. Like the High Lords and the King. Players can also run Player Run Plots, which I found absolutely interesting. I am also pretty sure this has earned its RPI status with incredibly deep roleplaying, permanent death and a plethora of In Game options to do things. Arx is probably the best RPI I have played in some time. While there is only one Crown and Five Major Houses, Players get a LOT of leeway in making new Organizations (Orgs) and a lot have been made by other players. From new Vassal Houses to entirely new groups that do this or that. I believe the +crime system will open even bigger avenues for players. As will the systems that they will be putting in such as shields, dual wielding, poisons and magic.

The game has, at least in peak time, over 150+ players who are NOT idling. Its also the first game I have played that isn't the standard Fantasy trope. The fact people can get the skills they want allows for a very deep customization as they can build a combat skilled character or perhaps a scholar or a politician. Arx politics are HUGE. What about Lore? Yes, in spades. From books to theories to clues. Oh and the secrets and such? Without revealing anything, let's just say Arx has a lot of secrets. Also there is in fact players in Team Evil, Team Good and Team Neutral. Which obviously you'd have to find IC about all that. And there is a lot to find out. As well as do. And considering the amount of Events I tried out, I can say you won't be dissapointed. Events for everything under the sun. If this game is this solid NOW, pretty sure it will be even more solid later on. And Apostate and Co. have made such a unique game despite being set in the fantasy trope, you'd be hardpressed to dislike it. I encourage anyone who loves roleplaying games to try it out.

It's a great game and I don't think I'll ever bad mouth it.

The Inquisition: Legacy -- Mud Review posted by Giles
Posted on Mon 17 Sep 2018 06:13:03 PM EDT / 1 comment
Display Review

I only recently started playing TI:L again after a long time away from the game.

I must say I'm impressed. I have had fun, and that's the important thing.

I've read negative reviews on this site. Frankly, they only encouraged me to check the game out again.

I am glad I did. I will continue to play for months, if not years.

The immortals have not come across as controlling. In fact, the one time I actually asked for advice, I was told it was against the rules to offer any.

Every player has been great OOCly. As far as I know, someone may want my character dead, and he end up dead tomorrow, but that's fine. I'll just make another. The environment is a lot of fun. The theme is rich, and the code is remarkable.

My only real complaint is that I still don't know how to do some of the things I probably should know how to do. I guess one could argue that the code is bloated, but there are worse things in the world than code that is too good.

Comment posted on Mon 17 Sep 2018 05:47:51 PM EDT by Niamh:

Thanks so much for your review, Giles. It's really good to hear it when somebody is having fun on TI.

The Inquisition: Legacy -- Mud Review posted by Soldier_Soldat
Posted on Mon 17 Sep 2018 06:13:03 PM EDT / 1 comment
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TL;DR : I cannot, in good conscience, recommend this MUD to anyone. What I can say is that the code is solid, a good amount of the players are generally agreeable - if not outright great - and the idea of the theme of the game is mildly interesting. If you absolutely have to give this MUD a try, my advice is this : stay the holy hell away from the imms and literally anyone who banters with them on the OOC channels or the Discord. Additionally, stay far, far away from any of the game's coded guilds, and the OOC channels within. You will save yourself a LOT of the grief that comes with this MUD.

Theme : The basic theme of TI:L is that of Order versus Mages. The Holy Order of Dav is placed on-grid and generally comprised of players that attempt to justify the decisions of the Holy Order in it's eternal fight against the forces of evil that are comprised of the Ruebus Manus, the Mages on-grid. The secondary theme of the MUD is that the Reeves of Lithmore are locked in a constant struggle against the Brotherhood of Common Goods, basically playing cops and robbers with one another until one takes a momentary victory and sits upon their laurels. All of this sounds really good. And it is - the theme of the MUD is great! There's even hidden and esoteric literature scattered around the game that will give you a deeper, darker understanding of the theme that others dance around and play with, and exploring these hidden tomes is absolutely worth it. The people that set up the theme to TI wrote an incredibly dark and compelling story, and it really does show when you examine it. Of course, you'll never examine it, you'll be berated for examining it, and the theme has largely been killed off by the GM's of the game. And by “largely killed off,” I mean “practically mutilated beyond repair.” Now, I've seen a lot of the past reviews get dismissed for 'trolling' for pointing this out, so let me explain. I listed what I viewed as the core gameplay of the MUD above. Order v Manus, Reeves v Thieves. The problem – right off the bat - is that the Manus has been shut down as a guild. No problem, just have it Order v Mages, right? No, that's mostly discouraged as well. As some of the other reviews have pointed out in detail, player-killing is met with a pretty enormous amount of suspicion, especially when it's done by the Holy Order. In fact, as previous reviews have pointed out, people have been thrown out of the Holy Order for doing this. I can very clearly recall two very recent cases, one that happened realistically not even a few months ago, as of this review. So, certainly, the other core gameplay of the game must be alive and well? Absolutely not. The Reeves have long been regarded as a joke with basically zero numbers, and the Thieves are basically in the same boat. Every now and again, for the last few years, there would be flashes of interesting RP between the two, but it's mostly just dead. I think that in the last two years, the best Reeve numbers I've seen has been four active ones, and the best Thief (Brotherhood) numbers I've seen were three or four. Now that you can't dual-guild (joining two guilds in order to infiltrate one for the other, or have a legitimate cover for being in places), the numbers are laughably low. To the point where I'm very surprised they haven't shut down every guild but the Merchants and the Order to give a modicum of story to stand behind, and just let everything be player-driven cliques. So, what do the players mostly do on TI? Honestly? They sit around in bars and talk about this and that. Sometimes the bar-sitting is broken up by some RP about business deals with the Merchants, sometimes they do training sessions – a few players have taken it upon themselves to actually provide RP to that note, and it's really great. But, realistically, what you'll be mostly doing on TI is just listening to people talk and sitting in bars. Unfortunately, the theme of the game is mostly dead, and it's pretty well-known among the playerbase that pointing this out is a one-way ticket to the social poopy list. I say it's unfortunate with a heavy heart, because I had the opportunity to talk to some older players, who willy-nilly explained the grit of the game to me, and the plot that happened before 2016-ish sounded absolutely incredible and deeply rewarding.

Players : By and large, the playerbase of TI is mid-range to excellent. Mostly what you'll wind up getting is players whom you generally enjoy interacting with, with their personal quirks that you end up getting to know very well, and eventually settle down with and RP with for hundreds of hours in your TI career. A (very) small portion of these players will inevitably leave a very positive out-of-character impression on you, and will go well above and beyond the call of duty for any MUD player to accommodate your RP style and help you out – even OOC'ly – with any problems you may come across. In the defense of TI, I've actually met some of the nicest and friendliest people that I know in real life on this game, and I've made some very real friends out of character. Of course, no good thing is without it's thorns, and TI absolutely has thorns when it comes to the playerbase. The “bad” of TI's playerbase is... I mean, it's bad. It's really bad. Bad to the point where there's a series of characters who single-handedly made a trope about luring young women into the public park, abducting them, and killing them in order to gain in-character power. It's exactly how it sounds. Or, in the case of players who were actually banned by the imms, going around with about zero in-character reasoning and just seeing how much out-of-character griefing you could get away with, such as killing player pets, randomly locking people in public rooms, or basically just going around and murder-hobo'ing people with little to no in-character reasoning. The best part of this situation is when you know it's them that's done it, and yet you have to sit and watch them at the weekly OOC meeting getting treated with a great deal of respect and out-of-character clout because they're promoting “antagonist RP,” and whining about how no one wants to RP with them. Often, these are the types of people who will often walk away from the keyboard and whine to the GM's once they're put into a situation where they're being griefed. What I will say is that on TI, you'll meet some of the best and the worst people that you've ever had the chance to MUD with. You only need to look at the official forums for a day to see clear evidence of that. But, with all good things must come bad things. My personal advice would be to stay the heck out of any and all out-of-character interaction until you're absolutely certain that the person on the other side of the screen isn't some raging narcissist who is attempting to lure you into their cult of personality so they can have more numbers to go around the MUD murdering people.

Upper Management : Other reviews have stated this in-depth, and I don't think that I really want to beat a dead horse horribly. What I will say is that there are four visible imms : Kinaed, Temi, Niamh, and Azarial. The only one I've even remotely gotten along with is Azarial, and they only handle coding. For all the rest, you need only go over the official forums to get a view of what's happening behind the scenes. I try not to interact with them at all, but from everything that I've been told that has been backed up with logs, they're absolutely god-awful. I'll try not to go on about it. So many other reviews have that you should absolutely get the point. In the group that I'm getting help from, however, the favorite quote from staff is this, “Theme is fluid.” A meme that, evidently, is pulled out so often one of them has something to say at the OOC meeting about how a plot/character/whatever makes absolutely no sense in the canon of the game that they've since been beaten down into giving up making any sense of the new lore of the game that the imms are building. I believe my personal “I'm uncomfortable with where this is going,” was the Monarch plot, which was posted about with a great deal of pride from the head admin. All the flavor text had the same bit : “To place the decision in player hands, The Inquisition: Legacy is running a plot event in which characters will take actions to sway the minds of the player and NPC nobility over the next several weeks. “ From everything that I've seen – and you can see, too! They've actually got a great mechanic where in-character event posts are posted to the forums. Every guildleader or important character has wholeheartedly supported the Queen. I've been informed by many people, though, that the Queen is getting absolutely decimated in the polls by NPC nobility which are – you guessed it – run by the staff. Every shred of evidence that I've seen has indicated that this is just a railroaded campaign with more steps, and yet the staff are shilling it, and shilling it hard across TMC, Reddit, etc as one of the best (and only?) staff-run plots they've done in an eternity. I don't know, I honestly don't. I try not to bother anyone with my RP, because, you know, it's mine. From every review I've read, though, and nearly every OOC source I've spoken to, people abhor these admins. Stay away and stick to the game itself, I suppose.

Comment posted on Mon 17 Sep 2018 05:45:08 PM EDT by Niamh:

Thank you for your honest (and at times a little bit painful; all I can say is "ouch, I need to try and do better") review. If you're still a player on TI you can contact Staff and get a QP reward for writing one, though it's completely understandable if you would rather not. Best of luck to you.

X-Men: rEvolution -- Mud Review posted by Eidolon
Posted on Mon 17 Sep 2018 07:09:25 AM EDT / 0 comments
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This place is clique-y and has unusual rules that experienced players will not understand. It is hostile to anyone who does not immediately fit in, which will be hard because of the clique. They have virtually no FCs cast and cannot hold onto any FCs. Honestly the worst MUSH I have ever been on. Definitely not worth the extensive application process or the bother. Go someplace that is actually fun, friendly, and inviting. There are so many superhero MUSHes you could play instead.

Sindome -- Mud Review posted by souricelle
Posted on Thu 13 Sep 2018 03:28:08 PM EDT / 0 comments
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This game is hard as hell.

It's not that the mechanics are particularly difficult - it's basic MOO stuff. Anyone familiar with other MOOs (Wayfar 1444, HellMOO, Cybersphere) will feel at home immediately, and it's not so different from a MUD that learning the parser feels like a chore. The big hurdles for this game are twofold.

1) Sindome is not a power fantasy.

Your character rolls into the city with frankly pathetic stats and skills, zero connections, no knowledge, no money, no inherent worth or value, and the game world treats you as such. Everyone above you (which is to say, every other PC and NPC) has achieved what they have by fighting tooth and nail for it, and they're not about to break you off a piece without a fight. You will be abused, robbed, cheated, lied to, stomped into the dirt, and pushed around. The friendships you make are tenuous: PCs you know and love will get dragged into factions that require them to cut ties with you. They will find themselves in bad situations where they have to steal from you to get by. They will sell you out to get ahead. And all of this creates the drama and conflict that you can strive to overcome time and again.

Even the strongest most well-connected characters are constantly going through cycles of horrible defeat, clawing their way back to the top, and exacting revenge. Nobody gets to skate by without any trouble, and no one gets off easy. This is not a power fantasy, it's a game about gambling, losing it all, and finding the determination to come back to try again.

2) The mechanics are kept IC

There's no wiki listing what stats go to what skills. The help files are sometimes spare. You will be at a loss as to how to build your character, and if you agonize over that sort of thing you are going to get frustrated when you ask questions OOC and get told to find out IC. Some people act like this is arbitrary (you don't have to look far to find a review complaining about how no one would tell someone what stats he needed to be a sniper or whatever), but it's meant to reinforce the first point: You are not a badass and you're not allowed to become a badass by reading a wiki. You have to engage with the game, experiment, talk to people, and lose until you find out how to win. A significant percentage of your RP will come out of learning how to do things in-character rather than looking them up OOC. This holds true for deckers, street sams, medics, or any other archetype. The end result is that the player characters who are the best in their field got there because they worked for it in-character.

Once you've got your head around those two ideas, there's a lot to dig into. The game has a robust playerbase and there are any number of directions to take a new character. The combat and travel mechanics (especially flight) are very well done and cybernetics and gadgets are a lot of fun to play with, though I will say that outside of these areas there's still work that could be done. The game lacks cyberpunk's usual cyberspace elements, instead using an in-world intranet that you can access via your browser for IC emails and forums. Many corporate jobs currently lack a lot of tangible job-related activity for players to dig into, which means that players in these roles get a significant amount of money dumped in their laps and are expected to make their own fun (read: crime) with it. Unless your archetype is combat-related, consider not leaning -too- hard into it and go in with the understanding that you'll want to do activities that go beyond the basic stated function of your job or role.

Crime is the focus here. Sindome's roots are clearly in works like Neuromancer and Johnny Mnemonic, but playing the game often feels more like living in the world of Grand Theft Auto. Even characters who attempt to keep on the straight and narrow are going to find themselves surrounded by baldly amoral jackasses, casual ultraviolence, and dark humor. It's an immersive RP world where the bad guys always win until the worse guys show up. If you can roll with the punches and want Vampire: The Masquerade level scheming with heart-pounding PVP, Sindome might be the game for you.

Cowboy Bebop: Space Cowboy -- Mud Review posted by Venom
Posted on Thu 13 Sep 2018 01:35:15 PM EDT / 0 comments
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Following a recent rebirth and a Pwipe, now hosted at 5678.

The gameplay and mechanics are still sensational with a fully customizable character and equipment, now with the fresh slate of a recent Pwipe.

Come be a Bounty Hunter, Crime Boss, Corrupt Police Officer, Humble Merchant, or anything you choose...

See You Space Cowboy...

Pict -- Mud Review posted by Auri
Posted on Fri 07 Sep 2018 12:04:33 PM EDT / 0 comments
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Even at a glance this has the potential to be an amazing game. The details stuck out immediately. There's unique goals right off the bat and tons of fantastic, well-designed features. I would play the hell out of this game. It just needs a little attention.

In the room for improvement department, I'm finding it really difficult to navigate or know where I am, as the automap seems inaccurate and isn't aligned. I don't know what symbol I am on it, either, which hasn't helped overly much - lots of other cleverly useful symbols in the map helpfile, but if there is a symbol for your own character I can't track it down. Adding to the difficulty, exits don't always show up - whether or not you have autoexits on. Navigating and knowing where you are is the main issue with Pict as it stands right now.

The overwhelming amount of color is probably the only other turn-off I've noticed. It could do for a major color-stripping, if only to look a little more professional.

Armageddon -- Mud Review posted by Insigne
Posted on Thu 06 Sep 2018 01:29:42 PM EDT / 0 comments
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When I first logged in, I nearly fled to the closest quit room the moment someone looked in my direction. I was a beginner with zero roleplaying experience and MUDs were 'multiplayer interactive fiction/text-based games' to me. In the three years I've played on and off, I have since learned that a MUD is a 'multi-user dungeon'. But it can also be a lot lot more than that.

Enter Armageddon: a rich, immersive experience in a harsh, gritty world reminiscent of grimdark fantasy, with vivid descriptions, a conscientious eye for detail, hundreds of flora and fauna, and a large variety of treacherous terrain. Here, death is a common affair and kindness is a rare resource.

The community is active and generally helpful, if stubborn in their conflicting opinions. The staff, who are players themselves, can seem distant and apathetic from afar but the majority of them are extremely responsive, encouraging and supportive. The coded mechanics, while lacking in some areas, are fairly robust and facilitate storytelling in ways that other mediums cannot.

At its heart, roleplaying is the meat of the game. And it shows in several ways. The heavy focus on immersion sacrifices the predetermined for spontaneity, giving way to unexpected developments. The plethora of lore and documentation opens up a limitless number of possibilities. The unique cast of characters: from silly and comical, to inspiring and frightening. From deep and developed, to the more code-focused. Now and then, you will run into the odd player whose efforts amount to textspeak, but the majority bring a clamor of goals, personalities and backstories to the game. Lastly, the emotionally-driven scenes that will leave you on the edge of your seat, hands trembling or on the verge of tears.

If you are looking for a roleplaying experience that is intense, fast-paced and challenging at its peak, look no further than Armageddon.

Mud Connector Top 10 Mud Rankings
1. Aardwolf 510 votes (39T/106H)
2. Dark and Shattered Lands (DSL) 457 votes (39T/164H)
3. Sindome 456 votes (25T/105H)
4. 4 Dimensions 435 votes (17T/58H)
5. TorilMud, the Sojourner's Home 410 votes (14T/52H)
6. Forgotten Kingdoms 396 votes (15T/111H)
7. Ansalon 389 votes (19T/48H)
8. Legends of the Jedi 383 votes (25T/73H)
9. MozartMud 367 votes (13T/46H)
10. BatMUD 355 votes (20T/52H)

Rankings Last Generated: Fri 21 Sep 2018 10:16:42 PM EDT
Mud Connector Top 20 Mud Rankings
1. Aardwolf 510 votes (39T/106H)
2. Dark and Shattered Lands (DSL) 457 votes (39T/164H)
3. Sindome 456 votes (25T/105H)
4. 4 Dimensions 435 votes (17T/58H)
5. TorilMud, the Sojourner's Home 410 votes (14T/52H)
6. Forgotten Kingdoms 396 votes (15T/111H)
7. Ansalon 389 votes (19T/48H)
8. Legends of the Jedi 383 votes (25T/73H)
9. MozartMud 367 votes (13T/46H)
10. BatMUD 355 votes (20T/52H)
11. 3Scapes 349 votes (16T/30H)
12. Armageddon 337 votes (20T/43H)
13. Waterdeep 324 votes (14T/53H)
14. SlothMUD 306 votes (16T/36H)
15. MUME - Multi Users In Middle Earth 301 votes (11T/30H)
16. CoffeeMud 216 votes (20T/32H)
17. Cleft of Dimensions 208 votes (13T/37H)
18. Deathwish MUD 190 votes (12T/23H)
19. Mordor 179 votes (13T/24H)
20. Erion 176 votes (17T/38H)

Rankings Last Generated: Fri 21 Sep 2018 10:16:42 PM EDT