After eight years I still play Armageddon for the same reasons I played eight years ago. I play for the stories. One thing that doesn't change is that there are still moments where my hands shake, or I stare at the screen open-mouthed. Like a great novel, Armageddon hits on several levels, provoking many emotional responses. Sometimes all at once. I laughed. I cried. Etc.
I know several serious RPers Mush rather than Mud, and the idea of the heavier code may seem counter intuitive. Heres the thing. On Armageddon, the RP isnt functioning around the code but rather the code supports the RP. I find it more seamless than a Mush. The players act and the world reacts. No one stops to roll. Those coming from a Mush will have to make some adjustments. Syntax and custom are different. Some of our best players made the switch, some may have been frustrated at first. They found the adjustment period worth the effort.
Our code keeps evolving. We predate the RPI engine, but I think in many ways, our game style inspired it. Those coming from muds that use it will see some difference. For those people and for anyone new to Armageddon, help files and helpers are your friends.
To someone logging in the first time, (I really suggest everyone log in a first time, if you really love RP because it doesn't get better than on Arm) you may hit some stumbling blocks. I'd like to talk about how to have the best early Arm experience.
First: You want to have an understanding of the flavor of the world. For the most part, we'll know a new player when we see one. It's funny, but even with every syntax mistake a person can make, with every gaff a newbie can make, you can tell the ones who come to RP from the ones who are there to play a mud. An understanding of the game world will make it that much easier to include you.
Second: Contact a helper. They are truly helpful. There's a live helper utility at the bottom of the home page. Operators are standing by. Armageddon seems to appeal to smart people. Several smart people like to wing it, and do it on their own. The help offered is supportive and not intrusive.
Three: Getting your feet 'If we have a drawback it's that Armers can seem closed off. (Another reason to rely on a helper. They can help explain the reactions and lack of reactions.) There have been times when I've sat at a bar with three other people and we haven't spoken to one another because our characters were not outgoing. Often in that situation we just emote at each other. A new player should not feel shy to start a conversation. My suggestion is that you start a conversation that your pc might start. Maybe: The wind?^?^?s kicked up again. Or 'They closed the shop I used to go to. Where can I buy some meat at a good price?' Sometimes you meet pcs who have the luxury of drawing you in. Sometimes the nature of the characters you run across make it more difficult to reach out to a new player's PC. But it's the PC who's getting the reaction. We love new players.
Life is fragile and fleeting on Zalanthas. There are those who say, you'll die early. I disagree. Make each pc like you plan to live forever, and mourn them when they die. Some of the most powerful pc's I've come across in game were first PCs, who lasted real life months or in a couple cases years. You will hurt more when they die, but you'll enjoy them more when they live if you invest completely.
Finally, look for me. I'll be the one laughing and crying and loving and dying. I'm the one who's still having a blast after almost a decade. Of course, it might be hard to find me in the crowd.
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