TMC Reviews: Haven Lpmud
(Review Date: July 13, 2000)
TMC Reviewer: Selina Kelley |
Mud Theme |
Haven is touted as a "new and different kind of MUD which operates under
new and different rules than other muds". While I can't agree with this
description, I must admit that Haven is a mud that has an innovative
approach to some aspects of its gaming environment.
Put this innovation together with a fairly slick combat system,
descriptive rooms, and the promise of roleplay, and Haven seems to be a
mud to stick around in.
Mud Atmosphere |
Overall the atmosphere of Haven was very friendly. Talkative players
and wizards guaranteed that at any given time that I was logged in, a
discussion was always in progress. Given that I seemed to rarely run
into people while adventuring, it was comforting to know there were
others out there.
I didn't encounter a great deal of roleplaying, but perhaps that is more
because I seem to lack the skill to be an inherently good roleplayer,
rather than the mud lacking a roleplaying environment.
I had numerous offers from players to help me out, which was greatly
appreciated, and I never encountered anyone that was rude.
In general, the areas that I visited were well written and thematically
Mud World |
After a couple false starts, a few untimely deaths, and several hours of
just straight fumbling around, I finally figured out how to navigate the
mud. It's not that the commands were difficult or the helpfiles not
helpful, it was more that none of the commands I expected to be there
were actually there-- or if they were, they were called something else
Once I found a guild, mapped the main area, and found a place to kill, I
settled into a more comfortable mode of mudding. As mentioned before, I
really liked the combat system. The defensive spells were readily
apparent in the messages when they prevented damage, which helped a lot
in determining if the spell I was using was helpful. One thing that
bothered me the most about combat, however, was that it seemed very
drawn out and tedious-- possibly because I was a low level-- but
regardless, it did dim my enjoyment a little. Also, the rounds seemed a
little strange, as they were spaced out irregularly so you didn't know
when the next hit was going to come.
Levels were based on skill points rather than experience, with skill
points being gained by adventuring and killing monsters. These skills
aid in the spells that you are given per your guild. The skill system
seemed quite well developed, with an array of different skills depending
which guild you joined. I trained my spells by going to my guild and
having a master trainer teach me. Took me a while to figure out, but it
was a very neat system. Being able to layer defensive spells to provide
better protection was definitely worthwhile.
Interaction between player and NPC was definitely a must. You can ask
NPCs questions, and depending on who that NPC is, they will provide a
response to you. This was an excellent way to incorporate help for a
newbie into the game without an intrusive help file. However, 'help
newbie' is a must-- you can't possibly advance early in the game without
reading it extremely carefully!
While I didn't really find myself "connecting" to the game, per se, I
found it to be enjoyable and well put together. Aspects of Haven that
set itself apart from other muds in a positive way at times seemed to
work against it as well-- a realistic combat system with timed rounds
and realistic damage, while very well written, can be tedious and
Generally a thumbs up-- maybe not quite my cup of tea, but that was more
my personal taste than the mud itself. It was very obvious that a great
deal of hard work, time and effort had been put into the Haven, and I
commend the staff on their efforts.