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Old 01-24-2003, 02:53 AM   #1
Valg
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Talking

I will forego explaining all of the basics.  Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for over eight years.

Some highlights that should be important to players thinking about trying another MUD:

- We’re a roleplaying MUD.  The only OOC channel in the game is used for answering questions for new players at the lowest of levels.  After that, everything is designed to be immersive and In Character- no distracting chatter about who’s going to win the Super Bowl.  We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards.  A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions.  And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD.  Not only do we feature a huge array of abilities, but each class plays in a unique manner.  That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild.  And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day.  New players always ask what is the "best" character to play.  Old players know there is no answer.

- We have a veteran playerbase.  Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon.  Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff.  Professional treatment.  Swift and just enforcement of our rules.  Fast attention to bugs.  Constant development.  Top-notch original areas.  1400+ easily indexed helpfiles.  Detailed, epic quests rooted deep in our world's history.

- We are 100% free.  No 30-day trials.  No varying levels of service- we value every rule-abiding player.  No gear for dollars.  No hidden fees.  We won't bribe or force you to vote for us on Top Mud Sites.  Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough.  Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything."  Tough as in our areas and rules encourage fierce competition.  Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands.  Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets.  Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas.  Tough as in we show cheaters the door.  Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet.  Tough as in two seconds to think is often one more than you had.

- We welcome new players.  We have a specific newbie channel for helping you learn the ropes, and a highly customized Academy area with dozens of small quests to help teach you the game.  1400+ help files and a staff that knows exactly which one to point you to when you're having trouble.  A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles.  You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from.  If it was easy, it'd be boring, you know.

Questions?  Check out our website at today.  Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.
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Old 01-25-2003, 04:19 PM   #2
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Wrote a review for Carrion Fields a few days ago and suggested it to Flyer who wanted to know a place for a new roleplayer. Definately worth a look. And when I say "look", I mean give it a week or two. As with about any mud, your first impression is rarely a thorough enough glance to get the overall feel for a mud.
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Old 02-02-2003, 04:24 AM   #3
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I'll just build on some of the things that Valg mentioned here.

First, our class diversity.  This is one of the reasons I still can play mortal after mortal after several years of playing CF, and being on the immstaff.  Nearly every class you can choose has some amount of customization to it so you can direct where you want to go with each character.  Warriors choose weapons to specialize in, invokers can choose which elements to focus their studies on, shapeshifters can choose which focus of forms they can attempt to learn.  I could go on even further with our other classes, but I don't wanna bore anyone now.  All of these classes are balanced to stand up against each other.  They are also designed to stand up at each other at all ranks.  We try to do away with the idea that mages *must* be weak early on, and warriors weak in the late game.  No matter what you pick, we do all we can to make sure you have a competing shot at any level.

Second, our quests all add into the history and flavor of our world.  Our history has been written by us, and by our players.  When people speak of some other great names of the past, they are talking about other real players of the game.  This also holds true for the events we hold.  These are things we run, and that our players have a chance to be a part of the shaping of the history of the game.

Third, a unique blend of RP and PK.  RP is enforced, and PK is mandatory.  There is no toggle so you can't be killed.  While we do have restrictions on who you can kill according to level and experience attained, there is no way to escape being killed altogether.  This creates for a very unique environment.  If you wish to play a valiant knight, another player may very well be playing your archnemesis.  You will have oppurtunities to roleplay with them, as well as fight them, and this creates for a rather unique experience.  We have places for all kinds of players.  The Bloodthirsty can join the Battleragers and join the fight against magic, or you can join the mysterious Chasm of the Eternal Night, or if you would rather play a more light hearted role, you can join the Heralds of the Eternal Star.  We have options for nearly every kind of fantasy role you would want to play.

I just felt like expanding on a few of Valg's points, but the main one is give us a shot.  There is a lot to see and do, and while it may seem overwhelming, we do all we can to make the transition friendly, without the spoon feeding.
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Old 02-05-2003, 02:39 PM   #4
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The week's events:

I stated above that we're a dynamic game that's always on the move. Events from the weekend:

- Rumors persist that a high-ranking member of the BattleRagers has forsworn their ranks to take the BloodOath of the Empire- an oath not sworn since the Empire's last High Arcanus betrayed them generations ago, leading to the First Sundering that shattered their Palace.

- The Holy Brigade of the Phoenix has joined forces with the Acolytes of the Golden Sun to preserve what is holy, and banish the taint of evil. They have consolidated their memberships within their Fortress after their separation helped lead to the god Zulghinlour finding an opportunity to deal Eryndorial a near-fatal injury.

- An unnaturally potent blizzard recently touched down on, of all places, the jungles of the so-called Strange Island. Residents of the Feanwynn Weald reported tales of frozen corpses washing up as far south as the southern shores of the Sea of Despair. By the time the blizzard subsided, most of the island had been covered in frost which took days to melt.

- Nomad tribes south of Hamsah Mu'Tazz reported fearsome insectoid creatures patrolling the Sands of Sorrow in coordinated parties. The creatures did not seem aggressive to the nomads, though sentries that challenged them were horrifically dismembered. The tribes also reported seeing a small band of unknown travellers fleeing east, ahead of the creatures.

- What seemed to be rampaging magma para-elementals with unknown motives torched Udgaard and much of its surrounding towns. Many residents who attempted to flee were struck blind by brilliant shafts of Radiance, and subsequently put to death by Udgaard Loke once his child-priests deemed them unable to work. The horde was apparently banished by the firm command of a mysterious half-elven man, who has not been seen since.

- Several unusually brave kobolds were seen marching north from their village, wielding small rocks and, in some cases, slightly larger rocks.
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Old 02-05-2003, 06:50 PM   #5
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I'd like to be mourned by the name "Bubba". Thanks for asking, very considerate of you.
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Old 02-06-2003, 02:50 AM   #6
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Old 02-06-2003, 08:34 AM   #7
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It turns out you'd need to type "color" to turn the color on.  If this is difficult to figure out, a MUD that prides itself on "toughness" may not be in your best interest.

It's a low color usage game even still.  If you're a veteran of MUDs with PK, this design choice seems natural.  If you're used to fluffy non-competitive MUDs where players hug each other instead, the crayola-factory-gone-wrong school of color may seem more natural.

Needless to say, no MUD is the best MUD for every player.  I hope you find one that is to your tastes.
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Old 02-06-2003, 10:09 AM   #8
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Old 02-06-2003, 03:07 PM   #9
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Old 02-06-2003, 04:00 PM   #10
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I did turn colour on, I'm not that stupid (Shock)

That's what I meant by hard to distinguish mobs and such. They were all in one colour
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Old 02-07-2003, 10:06 AM   #11
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Old 02-07-2003, 02:09 PM   #12
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Old 02-08-2003, 11:18 AM   #13
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Old 02-14-2003, 06:01 AM   #14
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Wouldn't that be equally true in a class system, that two characters with identical spell lists could have radically different RP? Further, a properly implemented class system can help insure that two members of the same class do not have identical ability lists.

As far as crafting goes, I think it is fair to say that it tends to become "passive and achiever-y." That's not to say it inherently has to be, but when it ends up that way on the vast majority of MUDs that implement it it's not an unfair generalization, any more than "MUDs where characters have names like ownzorbitches tend to have a lower standard of roleplay than muds that do not" would be. Neither is a condemnation, either. MUDs are like ice cream, and not everyone likes chocolate.
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Old 02-18-2003, 01:52 AM   #15
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Old 02-18-2003, 11:11 AM   #16
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