RetroMUD is a MUD with a large scope of options. It has 19 primary guilds (classes), 53 secondary guilds, and around 220 tertiary guilds (Divided into paths). To further diversify the choices, there are a total of 62 races available for selection. This allows for a large variety of combinations to choose from. This, of course, runs into the problem of functionality. Not all combinations work, such as giant mage, which would fail due to a low hermetic max. Some races require good alignments, making Fallen a less than optimal choice.
The way guilds work in RetroMUD is quite complicated compared to other MUDs that I have tried. You have a primary guild, where you may level up to 20. After that, you have a second guild, which is in reality flavor and is nothing more than a few more spells and skill. The real point of the second guild is to determine what Tertiary guilds you may join, which specialize you and give you the largest bonuses to statistics and skills/spell. Unfortunately, not every path works out as you would hope. The secondary guild Dischordian is a literal dead end, leaving those who choose that guild rather lost as to where to go after level 34. Luckily, not many are actually like that, but asking around about guild paths before you follow them is usually a good idea.
Something I enjoy about the MUD definitely is the community. Everyone in general is friendly and helpful, assuming you listen. Many people are more than willing to help Newbies on the mentor channel and the MUD itself has coded in Newbie advantages to help Newbies ease themselves into the flow of the game. Many questions that are asked are covered in the numerous help files located in the game, so it’s a good idea to check there, and if you can’t find it, ask about it. General tip, don't ask a question on mentor then whine about the answer.
RetroMUD is, in its complete form, a party MUD. This is not a solo MUD. Newbies in the beginning solo yes, but in later levels parties are *required*. General form of a party is tanks in front, bios healing tanks, and blasters casting damaging spells. If you don't function well as any of these, good luck finding a party. Luckily, most guilds can perform somewhat decently in one of those defined roles, assuming you train your skills and spells.
A few points to mention is that storage in this MUD for your equipment is pricey and takes a long time to get enough money to afford it. If you don't have storage, you can't keep your equipment. Newbies start with some equipment every time though. A factor I personally dislike is that if you die many times with enough scars, you lose stats, sometimes even PERMANENTLY, which I guess is even more incentive not to die. They may be minor, but it bugs me personally. Also, if you come to this MUD for RPP, prepare to work for it. A lot. Normal custom emotes must be earned by RPing, and you have to find other people to RP with, to vote for you so you may gain RP. You may also write stories on the off-chance some person reads your story and thinks 'wow, this is good'.
All in all, RetroMUD is a wonderfully balanced MUD. There are a things incomplete, things bugged, but everything IS being worked on actually and not just being ignored. In any case, the community makes a few points for this MUD in itself. If you choose to play RetroMUD, prepare to spend a lot of time on it as training and leveling takes a longer time than in most MUDs. Not that I mind.
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