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    Reviewed Mud: Firan
    Review Submitted By: Pat
    Author Status: Player
    Began on Firan: 2002

    FiranMUX does some things very, very well. There are some problems,
    however, and some key differences in philosophy from most MU*. Players
    interested in joining the game would do well to understand just what
    they are getting into.
    
    On the positive side, Firan is 'newbie-friendly'. They even won an
    award certifying this. The reasons behind this are probably threefold:
    First, the helpfiles. Firan's news and helpfiles are the most
    complete and thorough documentation I have ever seen on any game.
    Secondly, the game maintains a large staff of wizards and player
    helpers who constantly man the Help Channel and provide friendly
    answers to just about any possible question (usually by referring the
    questioner to the already-written helpfile on the topic.) Finally, it
    is easy to 'jump in feet first' in the game because all characters
    are pre-generated with detailed backgrounds, statistics, character
    secrets, and most importantly, a set of relationships to other
    characters which provide hooks for future roleplay. The many coded
    systems can be a challenge for a newcomer, but with patience and the
    helpful assistance of players and staff, most can be learned as-you-go
    without difficulty.
    
    Countering these positives are a series of systemic problems. Most
    obviously, the many coded systems are flawed and do not serve their
    apparent intent. The intent must in many cases be arbitrarily imposed
    by the staff. For example, the listing page advertises 'social,
    economic, and physical combat.' The social combat system is one of
    the most laughable. Coded systems of gaining and losing points are
    trivial in amount compared to the massive social 'hits' and
    'gains' imposed by staff. It is easily observed that the best way
    for a character to 'climb the social ladder' is to not have a
    player. Characters on the roster make no mistakes, and thus do much
    better in a system where mistakes are penalized much more often and
    more heavily than good behavior is rewarded. Perhaps the most glaring
    proof the system is flawed is that periodically staff will go through
    and arbitrarily assign social 'hits' to people who have simply
    accrued too many points, calling them 'social climbers'. It seems
    useless to have a competitive system which rewards success by putting
    you back where you started. While the reasoning for this (to keep the
    middle class below the nobility) seems reasonable, the reasoning also
    negates the need for the system at all.
    
    This same arbitrariness is found in the game's economic system. The
    advertisement to 'use your economic skills to ... deplete the city's
    supply of a given resource -- driving up the market, or instigating
    riots and strikes!' is not really possible. Food riots are sparked
    primarily by OOC player inactivity and neglect, rather than anyone's
    IC use of coded economic skills. Additionally, the most efficient way
    to 'make' money in the game is via an OOC means: logging on at least
    once every 6 hours to have your character sleep and nap, storing up
    'energy reserve' points which can then be sold completely
    independent of the game's market. Again, the staff has on at least
    two recent occasions arbitrarily taken money from commoners and handed
    it out to the nobility (once completely arbitrarily and on another
    occasion citing 'building repairs'). Other arbitrary economic
    changes keep trying and failing to fix the system, such as making gems
    ten times as valuable overnight, adding 'tolls' for commoners which
    do little economically but suppress gathering in central locations for
    roleplay, and deciding that there's an iron shortage which can only
    really be enforced by arbitrary external rules, not code.
    
    Physical combat is driven by character statistics, and has many
    flaws. One key problem is that players are allowed to raise their (IC)
    skills by accumulating (OOC-earned) experience points. Characters who
    have had active players thus have better skills than characters who
    are on the roster. While this seems a nice way to reward longevity
    with players, it unbalances the combat system. Another key problem in
    the combat system is that while many aspects of combat (hit/miss/how
    hard) are determined by character stats and a roll of the dice, combat
    is regulated by timers which are entirely deterministic. If your
    character's stats aren't as good as the other character's, he will
    always fight faster than you and can easily take advantage of the
    engaging/disengaging rules to prev2ent you from ever landing a hit.
    
    In addition to the problems outlined with the coded systems, Firan is
    showing signs of 'age'. While at its inception, with a small
    playerbase, small roster of characters, and fresh plots, secrets, and
    active 'heroes' who drove the initial storyline, it was no doubt an
    outstanding game. Through no fault of the staff, a major event
    occurred in January 2003 where a player (through cheating) essentially
    incited a massive civil war and caused the common enemy to invade and
    essentially ended the story. Staff was faced with several bad choices
    in trying to recover the game, ultimately choosing to make much of the
    event a 'dream from the gods' and to advance the timescale to try to
    get the next generation in power. Unfortunately, this still left much
    of the damage from the dream event, such as the outing of many of the
    key characters' secret plots and intrigues, and the game has never
    recovered.
    
    Also part of the 'age' problem is the large roster of characters,
    which easily grow out of date. While the staff makes an effort to keep
    these updated, there are simply too many to possibly keep up with, and
    these out-of-date characters present a challenge to new players, who
    rarely stick around to play them consistently. Active players with
    relationships to these characters must constantly make excuses for why
    they're not around. Inevitably, the 'honeymoon' period for a new
    character ends with some of the characters' closest relationships
    going back on the roster and never being consistently played again,
    leading to frustration. While in many cases a character 'abandoned'
    by most of their family would likely go with them, the practice of
    'alt-hopping' is strongly frowned upon, and thus players are
    pressured to 'stick it out' with situations greatly lacking in
    potential.
    
    Another problem of the game's age is the constantly expanding staff.
    Most of the best players end up joining the staff, which results in
    them being so overwhelmed by their staff duties that their characters,
    usually some of the most important feature roles on the game, become
    very inactive. To the staff's credit, they do spend some time trying
    to run plots and generate roleplay, but are more frequently
    overwhelmed by simply trying to monitor, some might feel, too closely.
    
    Monitoring is one policy point where Firan differs greatly from
    almost every other MU* I have played: there is no expectation of
    privacy. Staff can, and does, spy on roleplay, allegedly to reward
    excellent roleplay or keep tabs on running plots. Almost everything
    done in the game is logged in some manner somewhere, including a staff
    bulletin board which records every time two characters have carnal
    relations.
    
    Another key policy point players ought to be willing to abide by is
    the chief wizardess' 'living room' philosophy. She treats the
    online game as an extension of the tabletop game originally started in
    her living room, and players are guests there. It is poor manners to
    complain about your hostess, even if you walk outside to do it, and
    you can be banned from the game for public or private criticism of the
    staff. Even by posting this somewhat negative review here, I fear such
    a reprisal. But just as if I had people in my living room I'd
    probably have different standards for my old friends and new guests,
    there are varying standards on the game for these categories of
    people. There is most definitely a clique of players (staff and those
    few privy to the staff gossip) and those who are forever on the
    outside (usually the subject of the staff gossip, where negative
    opinions are constantly reinforced leaving little room for change).
    Just don't try to point that out in any forum where it can be
    attributed to your name.
    
    A final policy point stemming from the living room philosophy is that
    of fairness to repeat victims of harassment. In any individual
    situation, staff strives to act fairly, but this is sometimes
    difficult in a 'he said/she said' situation. Most disturbing, staff
    has actually posted a policy where a player can be penalized for
    'taking too much staff time.' Even if you have done nothing wrong,
    but have been wronged by a clique of several other players picking on
    you, making complaints about each of them puts you at risk of
    overusing scarce staff resources and receiving a punishment. Sometimes
    a player doesn't even need to actually do anything at all, but if
    their name comes up in an argument between two other players, it can
    count against them. As with complaints about staff, sometimes it's
    best to keep your mouth shut and endure the inequity.
    
    In summary, Firan is a large game that's easy to step into (if you
    don't happen to get a stale character), has many excellent
    roleplayers (if they're not too busy staffing), and has many coded
    systems (that you can pretend are balanced) to try to enhance the
    realism. If you are willing to give up your roleplaying privacy, your
    ability to complain, and don't mind the occasional arbitrary staff
    decisions, you might enjoy it. Personally, I would caution against
    getting too involved in an aging game which has lost its lustre and
    simply outgrown and outlived the days of its prime.
    
    
    


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