TMC Reviews: Castle of the Exiles
(Review Date: April 24, 1999)
TMC Reviewer: Jeffrey S. Smith
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Mud Theme
Castle of the Exiles is a very rich fantasy environment, evolved from
Castle D'Image MUSH (listed on TMC). The story-line is fully fleshed out
and fraught with possibility for intense and intricate role-playing. Not
knowing anything about Castle D'Image MUSH, I can't say for certain whether
the areas I toured are original or not, but it is my feeling that they are.
The world is small, only a section of a single continent, but it feels
much larger once a player realizes how expandable the pre-defined world is.
Overall, I could find nothing that didn't fit easily and appropriately
into the chosen theme of the MUSH.
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Mud Atmosphere
The immstaff that I dealt with were very friendly and very helpful. Within
2 minutes of logging on, I was accosted (in a nice way) by one of the RP
Imms, who spent hours with me, making sure that a MUSH newbie like myself
could figure out how to get around, how to work the commands, and how to
"explore" safely. On more than one occasion, she greeted me and asked if
there was anything she could do to help me, which left me reassured that,
if I did get lost or needed help, there were people I could ask. My first
role-playing occurred when I stumbled onto a scene in the Main Foyer of the
Hollier Castle, and after being allowed to watch for a while, I was brought
into the scene by one of the RP Imms and whalah... suddenly it was much
more fun to be on the MUSH. The consensual nature of the RP here,
guaranteed by both policy and the immortal referees, makes getting involved
a pleasurable experience. However, due to the fact that their policy on RP
is "If you haven't been invited into an RP situation, don't barge in.",
getting involved can be tricky. It requires someone else bringing you in.
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Mud World
The world itself felt very consistent. No where did I see anything that
seemed "out of place" with the theme they were attempting to create. There
were, however, a few areas which didn't seem to coincide with their
building expectations (ie. Contrary to their building policies, there were
no "shortcuts" out of a room, forcing a player to type the full exit names
to move about), but otherwise, everything was cleanly well worded, with no
typos or misspellings that I could find. Some of the MUSH is even in
color, providing a nice way to see what that particular builder thought was
overly important. With the map on the web page, you can easily see how to
walk from one place to another, or you can use the '+ooc' command to jump
instantly to the OOC Room. From there, you can enter the 'Area Exits'
room, and jump instantly to anywhere on the MUSH, although there is no IC
explanation for it, so IC-ly, it's discouraged.
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Additional Comments
Being an almost complete MUSH newbie, I found this much less confusing than
many MUSH's I've tried in the past. The immortals that I dealt with were
friendly and willing to help, the world was well-thought out and rife with
possible expansion, and there was an abundance of mythos and theme
information, IF you knew where to look. I had trouble with that in-game,
and found that their web page was a much easier way to find most of the
general information I was seeking. They have a nice "extra info" command
called "view" that I felt was under-utilized in most of the areas, but they
continually told me "This is a new world, so we're looking for new things
for it." One of the RP Imms was very helpful in getting my IC background
in-sync with the world, getting me involved in an RP session that got me
introduced to some major players in the story, and keeping me advised of
what I needed to know to continue to participate.
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Summary
I've never been much of a MUSH fan, being almost solely a MUD person, but
this MUSH made me feel at home, made me feel like I could participate (and
be appreciated for it), and set forth clear and easily understood rules for
me, the player, to follow. The web page, while not visually that
interesting, contains a significant amount of information, which helped me
figure out my "role" in the CotE world. Since I can only suggest as a
"starting MUSH-er", I would close by stating that, if you've wanted to try
a MUSH world, but haven't found one worth spending the time and effort to
get involved with, CotE is willing to help you through your infancy, and
watch with pride as you take your first steps out of the Castle and into
the world beyond.
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