Drylock, implementor: Around March 1996 I was losing interest in the two MUDs I was immortal on – I wanted to try something other than pure hack and slash MUD – a MUD which offered more consistence, realism and roleplaying. That last part was seen much less in MUD adverts back then than it is today.
A post in rec.games.mud.admin caught my attention, and I contacted Seraph, who had a Unix machine and some ideas. The MUD started off with a stock copy of Envy 2.0, hosted at WorldNet in Texas – an ISP which Seraph was system administrator for. One of the first things we did was to remove all stock areas – we wanted a fully original world.
Even though we had little new to offer and a tiny world, we still opened the MUD to players (though with ample warnings that we were still in a development/testing phase). This turned out well – all currently active staff members were recruited from the player population. The drawback was that with a player base came reluctance to implement drastic changes.
In fall 1997 we had some serious disagreements which resulted in the two other implementors leaving. We decided to move away from WorldNet. HermesNet (now terminal.org) provided the ideal hosting package: Abandoned Reality was already rather large at that point and of the 3-4 other MUD providers that existed at that time only one other was able to provide us with the required 30MB of RAM for the MUD and they charged twice that of HermesNet.
The new machine was faster and better connected. However, we felt that the development was stagnating because of our reluctance to experiment with drastic changes that would affect our players. After much discussion we decided to enter a phase of close development where only selected player testers would be allowed into the MUD. Originally scheduled to take about a month, this period lasted for more than 2.5 months from December 97 to February 98. We did indeed manage to implement quite a lot of new things and the code went through serious internal changes (slowly changing from using C to C++).
However many of our players were not pleased with what we had done. We removed most global channels, leaving behind just the CHAT channel for purely IC conversation and a TECH channel for OOC questions about things like game commands. OOC chatting would be done inside an “OOC complex” – a place you would enter by switching to a special OOC character. In addition, older characters were also made less powerful based on their age – we had too many people at the top, playing the same old characters for too long a time.
Just 2 weeks ago, we switched from Terminal.org, where we shared a Sun machine with a number of other MUDs, to a co-located machine which is owned by me and the owner of the other MUD running on it. We now have the resources to run a development copy of AR, where we can start doing some fundamental changes and not worry about them affecting players while they are being tested. After everything is working and has been tested, the changes will be moved back to the stable version of the MUD.
Elan, builder: I started out just like any other addict, hooked on MUDs, losing sleep and skipping out of studying when I very well knew it was bad for me. I spent hours playing my character always looking for a more interesting environment to play in. I first stumbled over AR back when it still only had three areas and 2 or 3 players (at most) on at once. I played my character here for quite a long time, long enough to see a lot of changes.
I liked where AR was heading and held the Admins with so much respect that I practically drooled whenever they spoke over a global channel or even happened to be in a room I walked into (any kind of interaction with them was like awe inspiring for me. Time passed and one of them stepped forward and asked me to apply for a seekership, the first step in trying to become an admin here. It took a lot of prodding, but I did it, and after my trial area was inspected I was accepted. It was my very first taste of the power to create my dreams and put it down for others to enjoy, I like how it felt. I’ve only completed scattered small areas on our “over-head wilderness map” and one smaller area with a few intriguing quests, But am in the process of getting a massive city done right now, incorporating lots of quests and multiple layers of detail to intrigue players as they solve each quest.
Malaclypse, builder: I first wandered in as a player in early 1996, at the time, the mud was only an empty shell, three areas, maybe 40 rooms total. The then-head-imp appeared to chat a bit and ask what I thought of the mud and I asked if he was looking for builders…I had never built before, but I had always been frustrated by “other people’s muds” because it was never quite what I wanted. From then on, I began my long and illustrious career as a builder and expert mud crasher. In the early days, It seemed like everything I touched made the system fail. These days Drylock has “Malaclypse-proofed” everything. It takes a heroic effort to dent the system now.
Nemon, coder: AR was one of the first muds to test out the IMC code I had written (an inter-mud communication system) while I was an implementor on another mud that shall remain nameless. When things blew up on that mud I moved on to coding for AR, for two main reasons. Firstly, I didn’t need to also run the place (administration is not something I particularly enjoy, although it is necessary at times). Secondly, AR had a reasonably advanced set of code, so I wasn’t spending my time adding (too many) basic support features, and had scope for adding lots of interesting bits of code, since the mud was officially in alpha (meaning things were ALLOWED to break horribly).
Unfortunately (from my point of view) over time AR has become much more stable and static. With an established player base that has invested a lot of time in their characters, it’s not possible to make some of the larger sweeping changes that need to be made. Also, the administration overhead has been steadily increasing. Coding was being gradually reduced to bugfixing, which is not what I want to spend all my time doing. With the recent creation of a separate development port, however, things are looking up – I have several major changes on my “todo” list now..
Vurek, P-sphere (PR/Roleplaying): I was first introduced to this mud by a friend I met in an Internet gaming place. I still remember the name of the person, StellarElf. It was the first MUD that I’d been in, and at first I was slightly overwhelmed with all of the information scrolling across the screen. Then, as I learned what to look for, I found that many of the people were giving me advice on a wide variety of subjects. And that is one of the things that this place really has going for it: helpful players and admins.
That wasn’t necessarily what kept me here though. I found that the place was geared towards a Roleplay environment, and I really liked that. Roleplay was encouraged from the point of creation until the time when you decided to let your character die. I had a wonderful time playing a number of different characters and classes and searching the detailed world that the admins had made. I also got involved in one of the Organizations in the game and that was also a lot of fun because it really felt like a close knit group and the way they accepted me in and helped me out with questions and such was something that I’d never experienced in a game before.
Now that doesn’t mean that I didn’t make my share of mistakes and run-ins with the admins. Like I said before, this was my first MUD, and I had no idea what some of the terms meant. For instance, this is a MUD that does not allow multiplaying. I didn’t know what that meant, so one time I logged in a new character to hold some of the first character’s equipment for a while. In a matter of seconds, I found myself face to face with one of the Admins, but it wasn’t a heavy handed slap or a threatening situation at all. The first thing the admin did was ask if I knew what the rules were and what multiplaying was. When I answered that I didn’t, they were very helpful in describing the rules and showing me the help file on them – which described multiplay as well.
That is one thing that anybody, new to MUDding or experienced, will want to do: Read the help files. Abandoned Reality is substantially different from other MUDs that are out there, and the help files are a wonderful place to start. The upkeep of the help entries are one of my newer duties, and I hope that I will be able to describe things in a way that is a little easier for beginning people to understand because I remember my own confusion about everything.
I was only playing the game for about four months before I put in my application to become an admin. I initially applied for a building position to make some areas for the ice caps at either end of the world. I finished the area, but after I got done I realized that I wanted to be in contact with the players more, so I switched to the PR team that we have here. And I’ve loved nearly every minute of it. I get to go down to the world and play as some of the mobs to make the world come alive for the players.
I think that is what I like most about the PR position that I have. I get to interact with the players and make the MUD a warmer, more exciting, surprising place. I also get to reward players for good roleplay that I see through notes on the boards and the RPlogs that they send to us. I like the fact that the players can gain levels through those ways rather than fighting all the time, which is unrealistic for everyone to be a fighter.
Xholan, builder: I started here for a quite simple reason… it began with the letter ‘A’ and was quite happily sitting at the top of whatever list it was I happened across. I remained your average irritating, hacking, slashing player for quite some time (and there was so little else to do, really). Eventually the growing roleplaying environment hooked me (I believe it was the introduction of a required character outline in particular), once I had to create an interesting character in order to play, it became almost unthinkable to ignore what I had written. During a period of extended wizlock, I was among the small percentage of mortals that were allowed to connect to AR; towards the end of that period an offer of seekership was made to us in general (before the general public returned). For the sole and only purpose (at first) of being able to follow the ideas I had suggested if there had been a pwipe, I gave it a shot…
Zoia, head builder: I joined the mudding scene in November 1995 during my first year at Oxford University. I suppose in many respects I was lucky (or maybe unlucky from the point of view of my studies) that the MUD in question was also based at Oxford. Had I been forced to endure the (then horrendous) transatlantic lag, I’m sure I probably wouldn’t be playing MUDs today.
I spent two months as a player of my first MUD before I was made immortal. Four months later, and being frustrated at not being able to contribute to that MUD in creative ways, I read a MUD newsgroup and read a posting asking for players to come and test a new MUD. I logged on and was immediately welcomed by Dolgan and Thiol (they have long since retired). I played the game (badly) for between two and four weeks, after which I was offered a building position.
My mudding habits forced me to quit Oxford University and join the real world of a full time job to pay for food and accommodation. This left me with little time for mudding, and consequently I didn’t actually do very much on Abandoned Reality other than show up for approximately six months.
I managed to secure a place on another degree course for the following autumn, and during what was left of my summer holiday before the course started I created an area on my home computer using a binary of Abandoned Reality so that I had access to the OLC. It’s important to bear in mind that in the UK access to the Internet is expensive if you can’t get it free through college or work. As a result I spent much of that month offline and managed to get a reasonable one hundred room area completed.
I took over doing the webpages for Abandoned Reality in April 1997, and later took on the position of head builder when the then head builder, Azurall, went to study at University.
1. It seems to be a common misconception that Diku-derived muds do not serve well for roleplaying, how has AR overcome the inherit HnS nature of Diku MUD to offer a mud geared towards roleplaying?
Zoia: I think Diku’s primary focus is advancement. DIKU provides a clear measurement of a person’s advancement by providing levels and experience. I think it’s fair to say that the majority of humans crave advancement in one form or another. Having given the user some scale of achievement, DIKU then went on to provide a way to advance up that scale. By collecting experience the player can raise a level at certain points. That might be every 1,000 experience points. Now, in my opinion where DIKU fails the most in terms of roleplaying is the way it lets players gain those points. If a look is taken at the HELP EXPERIENCE text found in Merc and Envy, it can be noticed that the sole way of gaining experience is through being part of a group that kills something. So, here we have it. We have players wanting to advance, and the only way of doing it is to kill things. Our response to this has been to add other ways of gaining experience:
Gaining divine inspiration (roleplaying note awards) Continued good roleplaying Completion of certain (not necessarily combat oriented) quests Completion of a quality character profile of your character.
It also helps to have more than one scale of advancement. Just because a character is not powerful in the sense of levels, it does not mean that that character is not politically or socially powerful. There are a number of organizations in the game, both mob and character run. Advancement in these is not related to the character’s advancement through levels. It is possible for a person to be highly regarded purely through their roleplaying skills.
The general nature of the world helps an enormous amount, too. Having real consequences for killing something that your character would not kill should be a reality. Players should not be able to run madly around a city in full battle gear wielding an axe killing its inhabitants without the city’s guard jumping on them and subduing them. Abandoned Reality’s major cities have some form of policing in them. Devenon, for example, has a devoted nuada (city guard) who stop combat that they encounter. Those who repeatedly violate the city’s no-combat laws are outcast, making the city a safer place for the lawful citizens.
With the de-emphasis on hack and slash, there must be alternative things to do. I’m sure most people would agree that walking around a game unable to kill anything or do anything would be extremely boring. We have gone to great lengths to ensure that there are plenty of interesting areas to explore and lots of interesting things to do. Some of the many quests that are around the game have extremely valuable rewards. Since aging has an effect on a character, the quest which awards youth would be extremely popular… if only it wasn’t such a challenge to solve. (To date two people have solved it.) The quests around the game are suited for all ability levels. Some are relatively easy, others, like the youth quest, are extremely difficult. Some quests can be done alone, others may require the help of other people.
Which leads nicely onto player interaction. We like to encourage player interaction. Interaction with others not only helps develop a character, but it is also an extremely fun way of playing. Solitary playing killing everything in sight can only entertain for so long. Being able to talk to others, exploring with them and solving puzzles has always been one of the highlights of playing Abandoned Reality as a mortal for me.
Drylock: Another feature that allows us to reward players that roleplay without forcing us to watch them constantly are RPlogs – when you are involved in some roleplaying, you can turn on the RPLog and if you are happy with it, submit it. An admin looks through it and rewards those involved.
Malaclypse: That’s only because on most diku-style muds there is nothing else to do! Here, thanks in part to the sensationally flexible mob programming language, and part to the high quality of the building standards, it is possible to simulate or stage *any* activity or scenario on Abandoned Reality. The sequence of cause-and-effect is something we appreciate here, any action you take may have long-term political, social and economic results. And if I do say so myself, our idea tracking system (ITS) is the greatest thing for developing player ideas. I don’t understand how some muds tell their players *not* to offer suggestions. I love them! Inspiration comes from all sources.
2. Describe the features players can find in AR which stand out from the typical Envy mud.
Zoia: Abandoned Reality has undergone many changes, and although the game still has a strong Envy flavor to it it has a strong touch of individuality. I can’t hope to describe all the changes here, but I will try to mention a few of them.
We require that all characters fill out a detailed RPsheet so that they may advance beyond level fourteen. (Fourteen was chosen since it gives players time to explore the world and understand its background before having to do this.) This RPsheet contains details of their character’s personality and characteristics. It aims to encourage thought about character development, and it is hoped that it helps people play their characters consistently. It is particularly useful when playing more than one character, a quick read of the RPsheet can help you remember precisely what your character is like. There is incentive to complete a good RPsheet in the form of experience. Up to five levels worth of experience can be gained in this way. The experience isn’t added immediately, rather it is added as you gain experience in other ways.
There is support for very complex mobile, room and object programs. Together with our building staff who just love to write completely insane programs, this has made the world very much more interactive and interesting. The power of these programs is such that it is possible to write games such as hangman, minesweeper, battleships with it. The programs have been used in almost every area of the game to add quests and items which do more than be generic and boring. The daglirap fruit is an interesting piece of nature indeed. Rubbing it causes chemicals inside it to mix and cause a rather large explosion, showering gooey lumps of fruit over everyone in the vicinity.
Mataclypse: Hmm, my favorite is actually something the players probably aren’t aware of. We have hidden “event” tags that can be attached to players that contain instructions and a time. Say a player kills a dragon. Well that might set an event on the player, and when the time runs out, the dragon’s children hunt down the player and get revenge! You can run, but not hide in AR. Oh, also, I just finished another of the game-within-a-game items you can find in the mud, a “battleships” style game called “Castles and Catapults” with a nifty graphic interface.
Xholan: I have to say the Idea Tracking System, which hooked me to the development of this mud long before I became an admin. Being able to watch your ideas being discussed and commented on was infinitely better than watching an idea vanish into the ether… and as ITS nodes do not expire, there is no worry that an idea will be forgotten, and never implemented, as befalls the majority of ideas which do not catch someone’s eye at once…
Elan: Well there’s a lot of features I’d like to name (we have our wonderful coders to thank for it all too) but I keep it down to two things I think help out most. Firstly there’s our ITS system (Idea Tracking System) It helps us take the ideas of the players and put them into the mud, virtually making every player a builder in a sense. One really cant appreciate a thing until they feel they are a part of it, and with the ITS it is possible for everyone to take part in making AR what it is. Secondly I think is the is the way our coders are making it possible for us builders to make just about anything possible. Players don’t notice it directly, but if I were to compare some of the interaction you can get here with that I’ve seen elsewhere, I have to say hands down we’ve got a lot more to offer. by interaction I mean with the NPCs and the environment that isn’t controlled directly by a living person somewhere.
3. What tips can you offer for new players to help them get started in AR?
Zoia: It’s very important to approach Abandoned Reality as though it were a new game. Don’t be tempted to say you’ve played Abandoned Reality before during character creation, choose the option that most accurately reflects you. Our ‘mud school’ is short and to the point. It lets you get out into the game quickly and with knowledge of the basic commands that you need to be able to submerge yourself in the game.
It is a good idea to read the background story and the roleplaying resources both of which can be located on the game’s homepage. You can also get information about the types of character in the game by asking the players themselves. Abandoned Reality’s races are currently fairly typical of a fantasy medieval game, so if you have prior experience of the races, then that is a good help. Note that there are plans to go to original races at a later point in time once the world has been developed to support them.
One thing for new players to remember is that Abandoned Reality is a roleplaying game. A part of this means that many of our players are as keen as the administrative staff to keep things which interfere with roleplaying out of the in-character areas of the game. (Such as asking questions to do with command syntax on the chat channel. We do provide an alternative channel for these questions and it’s called ‘tech’.)
Mataclysm: Hrm. Read everything. Ask for guidance on the “novice” channel if you need it. Don’t be afraid to make suggestions on the idea boards. Beware of the goats.
Xholan: Don’t kill everything you see. Your actions will likely have consequences, especially within the confines of the city of Devenon. Read a lot of help files, everything you should need to know should be documented within them. Don’t be afraid to ask if you still don’t understand something.
Elan: Read, read, READ! everything can change, and the details and important clues can very well be hidden in a room’s description, the whisper of a creature, or the diagram on an object. Not only that but it could easily change from one moment to the next. You would be surprised how many things can change from one event, or the time of day,the description of the room may alter itself leading to a clue of some sort never seen before, or an object might become apparent because someone has set off a curse or defeated an evil monster. Don’t take anything for granted. It doesn’t matter if you’ve sat in front of the city’s fountain for the past ten years and you think you know it like the back of your hand. Someone might cause an avalanche somewhere far north of the city blocking the water flow enough to lower the level of water within it just far enough to reveal a hint to a secret passage.
4. What are you currently working on?
Drylock: We have an enormous list of things we would like to implement into AR (the ITS, Idea Tracking System holds some 2000 ideas). However, it has not been not easy to implement them – because of our players we have been often hesitant in implementing major changes in the past, putting them off when some other part of the system was changed (We’ll fix the combat system when we’ve fixed the skill system, which we’ll fix after we’ve fixed the stat system… etc). It would be hard to implement one of those major changes and still keep the MUD playable.
This is changing now – as we share our new machine with but one other MUD, we are able to run a separate copy for just development purposes.
Nemon: Main large project at the moment is a rewrite of the stats system. The aim is to allow finer-grained control over abilities (for example, replacing the diku-ish Dexterity attribute with two stats distinguishing reaction speed from fine motor control), provide a meaningful distinction between races (currently most players have very similar stats), and hopefully hide enough of the complexity of the system so that a) players aren’t overwhelmed by numerical information and b) it’s hard to “rollplay” the system (versus “roleplay”)
Current minor distraction is a mud->client compression protocol based around zlib. We’re seeing on the order of 3:1 compression of raw traffic. The next step is to work out how to make it easy to use for those who use clients without source code – currently only mcl and xtush support it.
On the to-do-in-relatively-near-future list is rebalancing combat for the new stat system, and an expanded overhead map system. Then there are the other 1869 active ideas and 757 active bug reports to process (those are actual numbers – argh!)
Drylock: Another, longer standing project, is ARC – Abandoned Reality C. While our online programming system is quite above the level of most Dikus, and is good at making quests and interesting objects (resourceful builders have for example, programmed a chessboard that shows locations of pieces), it is still inferior to the possibilities that LPC and ColdC-based MUDs have. Thus ARC – an object oriented C-like programming language that will allow most new functionality to be coded and tested online, without the need to restart the MUD, and will allow MUD-related code to be expressed much more easily than in C++, which is the language the MUD is otherwise written in.
Malaclypse: Now that we have dual building/playing sites, I can finally work out some item balance in Devenon (the main city) and install a feed-back oriented economic/political system where daring players can take control of the city if they posses the power. Also, I will be further expanding the Nok Empire, a vast evil military power, that is the scourge of all elves. More outposts.
Zoia: Currently I’m attempting to organize the final bits of the design of the new world. Other than that there’s the co-ordination of the building efforts and tidying up older areas. The webpages require continual effort to keep them up to date, and finally I do the odd bit of coding when I get the time.
Xholan: I am currently building a Monastery, with a completely animated population and an interactive, interesting environment. Within its walls, combat will be an essentially useless way to attain your goals, while players who read and think will find a great wealth of things to do and riddles to solve. 🙂
When my current project is completed I will most likely dive into the refurbishment of one of AR’s older areas, bringing it up to standard with the current world.
5. What has been your favorite moment as an admin on AR?
Malaclypse: Hmm, I like to switch into mobs a lot and talk to them when their not expecting it. (i.e. the town guard suddenly joins in your conversation.) So I’ve been part of some great times when I send players off on mini-quests on the spur of the moment, based on their conversations.
6. If the mudders of the world gathered to build a statue in your honor, what would it say on the base?
Give me your tired, your poor, Your huddled masses yearning to breathe free, The wretched refuse of your teeming shore. Send these, the homeless, the tempest-tossed to me; I lift my lamp beside the golden door.
Perhaps you’ve seen it? It’s in New York.
Zoia: Erk! I’d hate that! I do what I do because I enjoy doing it. I don’t want worshiping, or honoring. I just want to be allowed to continue doing what I do, preferably in peace. 😉
Elan: I’m almost frightened to answer that. I’m viewed as the slightly unstable one of the group… I would HOPE it mentioned something to the effect of original thinking… It might also mention something about a crazy candy I made in one of my candy stores. “This statue raised in honor of Elan, creator of the muggly-dup and chewy-chewit, killer of monotony.”
When I first logged on I was astounded to see people actively writing notes on the boards for others to read. There was a good story to read just about every day. Describing in interesting details how they overcame an adventure or were met with grief or even just describing something new they had seen. It pulled me in and made me want to be a part of it. I know Im not the best story writer but I tried at least, and was rewarded for the effort. Ive never really seen anything like that anywhere else, Usually it takes lots of good equipment or a mean attitude to get anywhere in a mud. here its all just limited by your imagination.
There’s no ONE thing that makes AR great… It’s just the best mud. I’ve connected to over 300 muds and not one could hold a candle to AR. The real map, the unique effects of the unique spells, the languages being hidden, the abillity to STUDY books to learn the stuff in them… I could make a HUGE list but suffice it to say Abandoned Reality is leagues above anything else you can find anywhere.
I have spent the past year in Abandoned Reality and seen many things happen with this game. But many things also still stayed the same. One thing that I personally believe is truly wonderful about AR is the roleplay that has been established here. There are organizations which have a clear background and structure, and they help to build a character and one’s own roleplay. And even when people choose not to join an organization, there are many other roleplay tools out there that can help to guide someone starting out a character here. I personally like the idea of having a character background be required to play the game, because more people get a chance to really develop a character. People are honestly lazy, and not many bother to create a past for their characters, and this system makes a person go out and really build a personality, not just a name in a game. I think the emphasis on roleplay is great, and also the restrictions on Player Kill. Go hack and slash elsewhere if you want, but here, the killing has to have reason, and also be an asset to roleplay, not a detriment to it.
The admins also engage in the roleplay and help to build a scene, if help is needed to make it happen, such as taking on mob personalities and aiding in our own ideas. The game is well-developed and although the game in its basics needs a bit of work (which it is reportedly undergoing currently) many intricate things have been created to make this game unlike most of its stage. The game is built incredibly well, with diverse areas, and mobs with interesting progs and quests, which are detailed and creatively designed. The areas are vast and intricate, and great fun to explore. The only real downside I see, is something that all games will encounter.. and that is simply, some foolish players, that don’t always comprehend the meaning of roleplay, and also lack maturity at times. But that can’t really be helped. But most of the players are great to interact with, and many seasoned AR vets, are still around if anyone needs any guidance in a particular roleplay. Some of the systems need a bit of work such as the skill system, but it seems the admins are already on it, so no real complaints can be made there. The game has many great aspects and I love the detail in it, even down to the score and WHO list.
Overall a great game to play, and something truly worth experiencing now, and definitely when more is completed.
Well, this is what I think of AR. It is the greatest MUD out there. There are many qualities that I much admire. One of them being the dedication of the administration to develop a MUD that is role-play based. This is something I greatly appreciate. The color used in creating this MUD is very pleasing to the eye…something you don’t mind looking at for long periods of time. The world is magnificent, with anything a true role-player could want. Dragons to slay, quests to go on, and many intricate puzzles not found in lesser MUD’s. The map is also a great aspect. This world map, that is used between cities and the basic wilderness…gives one a real feel of the grand scheme of this MUD. A definate plus, and something I can’t live without. As for some of my fondest memories…I guess one would be when the Emperor of Nok was speaking to his High Commanders. At that time and place, I was one of the High Commanders of Nok. The Emperor spoke with us, asking our opinion on current issues that faced the Empire, from treason to invasion. That was a great mood setting for Role-play. In conclusion, this MUD is tuned for role-players who want to get something for what they put into it. The more time and energy you put in, the greater the experience, and in my humble opinion, you will have the greatest MUD experience here.
High Commander Bryock, loyal subject in the Emperor’s Imperial Army:
Abandoned Reality is beyond a doubt the best Mud I’ve ever played. It is in a constant state of evolution, where ideas from all players are carefully scrutinized and considered.Of course the road to greatness can’t be expected to be flawless, and many changes to be made may result in going backwards, rather than onward.With the final result (is a Mud ever “finished”?), I’m positive Abandoned Reality will become quite popular. People will find an extensive, ready-to-go rp setting, with city states, empires, and dragons.
My character Bryock, is a High Commander in the Imperial Nok Army. I’ve found Nok to be one of the best sources for roleplaying on Abandoned Reality. The purpose of Nok, is two-fold. One, to conquer the world, and second, to wipe out the vile drow and elven scum that infect Ellandor, as well as any mages. Since Nok is a strictly anti-magic and magical race organization, once you’ve joined, you’re given a fist full of enemies, goals in life, and a method to go about it (namely destroying your enemies and making allies).
Opposite to Nok, are the many magical, player-run organizations. From Charma, an elf-only clan, to the Order of Light, a group of monks, struggling to make a place for themselves in the world. You may wander through life, a lonely traveller, join a clan, start your own, or battle dragons for money. I stongly urge you to give Abandoned Reality a try, coming to a new Mud is always difficult, starting off, but the more you play, the more you’ll be hooked, I promise. You’ll be hard pressed to find another Mud that can call itself equal, to this one.
Players can anonymously praise the MUD by using a command called PRAISE (though only once every 4 hours of play!). These are some excerpts.
“a really fun place to play with lots of interesting areas, puzzles and interaction. Keep up the good work. Many thanks.”
“I must say, as I sit here waiting for the ferry . . .that this is definately a fun mud. This coming from a person that has been an exclusive one mud/hack and slash kind of guy for 6 years. I had pretty much given up mudding for more graphical games until I was introduced to this one by [name removed] and [name removed]. You have made a really fun place to play with lots of interesting areas, puzzles and interaction.”
“I just wanted you guys to know, the couple times I have reported a bug or had a problem on this MUD, an Admin has gotten back with me within a hour. That is pretty amazing! In 2-3 years of mudding, I have never known a MUD to react that fast to a player’s need (If they even gave a rodent’s rectum at all). Color me a deep shade of impressed and give yourselves a round of applause!”
The admins participating in this interview were: Drylock, implementor - from Herlev, Denmark Elan, builder - from San Antonio, US Malaclypse, builder - from Boston, US Nemon, coder - from Palmerston North, New Zealand Vurek, PR - from Maryville, US Xholan, builder - from Salisbury, US Zoia, head builder - from Lancaster, UK URLs for resources mentioned in this article: AR's main website http://www.abandoned.org AR's idea database http://www.abandoned.org:4448/its AR's changelog http://www.abandoned.org:4448/cl World Net http://www.world-net.net Terminal.org http://www.terminal.org A post in r.g.m.a http://x4.dejanews.com/getdoc.xp?AN=142192152