The Inquisition: Legacy is the third iteration of a MUD started in 1999. It takes place in a vaguely medieval western Europe setting called Urth, and in particular the city of Lithmore, capital of the namesake kingdom. Characters can be of one of three social classes (freemen, gentrymen, nobles) and seven races (all humans, although some racist characters may disagree). From then on you can join one of four (plus some secret) guilds. It's not mandatory but it's encouraged to give you goals, purpose and easy rp. And then you have magic. Magery is the utmost sin in the pervasive religious atmosphere in the game. According to ineffable dogma, mages are corrupted to their very soul and they spread such taint to whoever they engage, even if unbeknownst to them. For this reason the only way to 'cleanse' a mage is by fire. This means that if you're a mage and get caught, you are going to be set on fire and perma killed. Such is the price to pay for sin.
THE GOOD -Good code: TI supports a huge variety of roleplay. You have code for emoting in specific parts of rooms, for changing languages mid sentence, for adding colors seamlessly. You have code for sneaking, pickpocketing, eavesdropping, for emoting to other rooms, sending messengers (the game's only way to ICly emulate 'instant' messaging, which actually takes a few minutes), sending mail, getting drunk, casting spells. Each guild has little coded advantages, often secret. There are coded pets, coded retainers, coded livestock, crops. There's even a skill for dancing. For politics, rumors, social power. And let's not forget you can organise special events and run your own plots with mini GM powers. Truly the code is so good that it's the main sell for many TI players. -Good RP: Emoting in TI is a serious affair. Players put up their best to make ellaborate interactions full of inflections, quirks, bodily posture, etc. There are few players who write less than two lines per single emote, and it leads to rich, colorful scenes, even if serious in tone. Guilds work together, clash, conspire. There's inner guild conflict, grand political machinations, magical attacks, even the rare demonic attack. -Good staff: Staff is good. There's no way around it. They are patient, they're very dedicated, and helpful. They are also few, which makes them all the more valuable. They answer questions tiredlessly and are just plain nice. -Extensive crafting: There's hunting, foraging, skinning, butchering, pottery, cooking, woodworking, jewelry, husbandry, smithing, fishing, papercraft. and so on and so on. Then you can customize the text (strings) for all the things you make, sell them, use them, whatever you want. -Theme is upheld: In general everyone is strict about it. That means that piety can make or break your reputation. Social etiquette, natural aversions or preferences, racism, bigotry, class warfare, they all exist and player characters actively promote them.
THE NOT SO GOOD -RP is slow: It's a consequence of the complex emoting. People take long turns for scenes. As in, expect to post once every three to five minutes in -small- scenes of three characters. Now try eight. More than once I've been in such a slow scene that I've simply forgotten I was logged in, much to my shame. Luckily some players prefer to go for shorter, more expeditive RP, and they are my favourites. -Not many players: The MUD has lost some of it's former population. It doesn't have quick ways for easy gratification; you must earn what you want, and even more so now after some code changes. Be prepared to have to go out and meet player characters and not wait for them to come to you.
Bottomline? TRY IT. TI:L is like a race car with the pedal pushed to the middle. It needs more players to go full speed and make wonders again.
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