Review Submitted By:
Started on New Worlds
: 2nd January 2008
Jan 8, 2008
TMC Listing: New Worlds
The following review is the opinion of the review's author [Yvannis]
and in no way represents the opinions of this website or its staff.
A New Worlds MUD description I read (elsewhere) suggests trying it
out for a week. After my first week, here are my thoughts:
I gave New Worlds a try because I was looking for a MUD with good
roleplay and lots of players. It is one of the more welcoming
roleplay-inforced MUDs I have found - which is the first thing you
will notice if you create a character. The players and staff are
willing to help out with answering questions and giving advice, and my
favorite thing they do to greet new characters is offering tours of
the starting town, which help new players to find their way around the
starting town and give new characters an IC acquaintance there.
Compared with other MUDs, there are few character options (8 races, 7
normal guilds/classes and 3 religions) and the starting town is small.
However, these limitations are one of the MUD's best features.
Characters will be surrounded by others of their race (unless they're
gnomes or dwarves...), all the guilds are well represented, and the
two main opposing religions can oppose each other happily without the
distraction of a million and one other grey religions. A small
starting town means that it's not difficult to run into other
characters, so roleplay is easy to find.
New Worlds enforces roleplay by making it necessary in order to
advance: to reach level 6, a character needs to have had two 'token
talks', which are discussions with guild members about their guild.
These are not hard to come by, since other players understand the need
for tokens and many of these talks are publically announced so that
anyone can listen in. Further roleplay is needed to choose and join a
guild. As far as I have seen, most of the guilds are quite different,
and all rely on others (especially on the merchants) for services (for
example armour and weapon enhancements, healing items, clothing),
which brings about roleplay between the guilds as well as within them.
New Worlds also encourages roleplay at all stages by making it another
source of experience.
As well as being helpful, New Worlds' players seem friendly and very
happy to roleplay. At peak times, characters can be found in and
around the starting town, if you look or wait. Even better, I've had
good luck finding them without much effort at times when many other
MUDs would be quiet if not deserted (i.e., my usual playtime...).
However, it's hard to tell just how active the MUD is at any time. I
get the impression that you can't idle out, and players leave their
connections running while they're asleep, at work and so on: the same
names show up on the who list regardless of the time of day or night.
The main other problem I've found is bits of clumsy code: while
inconvenient and sometimes annoying, it's still outweighed by the
worthwhile roleplay. The only bugs I've heard about have been fixed
by players relogging, which barely interferes with playing, and the
only ones I've seen are 'typos' (grammatical mistakes that only
I'd notice anyway).
In short, if you are looking for a fun place to roleplay, I would
suggesting giving New Worlds a try, because the players are willing to
roleplay, and the code facilitates it. My only advice is to have a
little patience: you will find it is soon rewarded.