To clarify, this is the first time I've played a MUD. This is also not my proverbial first rodeo. The following opinions are undoubtedly colored by my experiences with tabletop gaming, and are not necessarily directly applicable to a MUD experience.
Thoughts on character creation
I made some mistakes at character creation. There were things I didn't know that caused me to make decisions that I came to regret. Fortunately, the staff was very accomodating in this regard. I was able to fix my mistakes with an absolute minimum amount of hassle. Given the way character creation is set up, the best solution might actually be to send new players into the world as quick as possible and get them interacting with people, who then say, "By the way, your name is still blue. You can have the staff send you back to character creation to adjust your decisions. Now that you know a little bit more about the game, you should do it."
One of the issues I ran into, personally, was that my wisdom was too low for a skill I later found out I really should have taken. That, I had to actually have changed by a staff member. I couldn't be returned to the newbie rooms to fix. This is a bigger issue, because the aforementioned resolution of, "Just send them out to get blooded, and reel them back into character generation once they've got some more information," doesn't allow them to adjust attributes. That requires an additional staff intervention step.
All of the available information I would need to create my character is available through the help files. I could have known what my attributes needed to be before I finished that part of the character creation process. However, at that point, a new player can not be reasonably expected to find that information. A new player doesn't yet know they need to ask that question, and even if they did, they wouldn't know where to look. You don't find out that you can type "abilities" to start looking at the list until after you've assigned your attributes. A new player should be prompted to check abilities for attribute minimums while they're assigning their attributes.
It's possible I may have been given such a prompt and just missed it. However, that's still an issue, as I definitely remember the very loud, "Warning! Being a mage can get you killed!" prompt. There should be an equally loud notification to start checking abilities for trait minimums, because attributes require additional work to correct.
For the rest of this post, I'm going to have to wander off onto game design.
Thoughts on nobility
Having actual game rules for social conventions is a very sticky subject that can rub a lot of prospective players the wrong way, especially since they don't have an attachment to any of the other players. The social conventions are neat and flavorful, and they add to immersion, but they also suck for anyone who's not a beneficiary of said rules. When I read the rules for interacting with nobles, I very seriously considered pulling the plug. At that point, I only continued with character creation because I had a friend waiting for me to join.
According to the game rules, because we have to ask their permission to leave the room, that is reasonably taken to mean that if a noble should show up, we need their permission to log out of the MUD. (I exaggerate slightly, as I believe the exact wording is that it is considered rude, not that you absolutely are not allowed to leave. Work with me here, there's a point even if it takes a while to get there.) Furthermore, it is not enough to simply say, "By your leave, Your Majesty," and then type quit. According to the rules, you would then have to then sit there and wait for them to permit you to log out and resume your regular scheduled life. That sort of thing can and does leave a sour taste in players' mouths, even though the players of the nobility could be wonderful individuals to play with.
Let's take a step back from the extreme case of needing a noble's permission to log out for the night, because that's a purely literal interpretation of the game rules no player actually goes by. "Oh, you're going to bed? Sleep well. It was nice seeing you today," is how that exchange actually works out on the grid. I only took it that far because a new player who is reading the rules hasn't met any of the other players, yet. New players are, by their nature, inclined to take those social conventions and such as actual game rules that they must abide by.
Now, I don't want this to be interpreted as me hurling vitriol about the oppressive nobility, and how much it sucks to not be a noble. There is definitely an element of suckiness inherent in dealing with the nobility, but it is not an insurmountable obstacle. Consider: Any complaint I may have about the rules regarding nobles are very easy for me to solve by simply not interacting with those characters. Further consider that those noble titles are supposed to be rewards. How much would it suck if that reward meant other players now want to keep their distance?
Thoughts on guilds
During the initial sales pitch, I was told the thieve's guild is currently population: 0, and staff are looking to get it reformed. After playing a bit and doing some reading, I've come to the realization that's unlikely to change. To explain why, I first have to start with the other guilds and organizations.
Let's start with the Troubadours. They have a fairly lengthy help entry explaining who they are. The help file also says that they are often afforded much of the respect and courtesy typically shown to nobles. Considering that I've raised the notion that it kind of sucks to deal with nobles when you aren't one, this is a pretty nice perk. Right off the bat, without leaving the Troubadours help file, there's a reason why I want to pursue that organization. If I'm making a character where the concept has anything at all to do with music, storytelling, or the bardly arts, there's no further need to sell me on the Troubadours. That doesn't even scratch the surface.
This is huge. In an intrigue-based game, the ability validate or squelch a rumor is one of the strongest abilities for a characters to have. First off, this means they get to read rumors that everyone else never gets a chance to see, because they see it first and then squelch it. Second, in order to do that, they have to be able to browse every rumor and pending rumor without having to pay money to see them. Third, they are not subject to the whims of whatever random generator is used to determine what rumors ordinary characters receive. These things present a very juicy red apple to a player making a character, as if to say, "Dine on my succulent and delectable flesh."Rumors helpfile wrote:To listen to one, find a public area and simply type rumor. Rumor add <rumor> from anywhere in game allows you to add your own, but they won't be available to everyone else until Staff or a Troubadour validates it. Rumor show will list all rumors you have submitted and their status.
Troubadours have elite access to the rumor mill, including the ability to validate and quash rumors that have not already surfaced amongst the gossips. Troubadours above the rank of apprentice may 'rumor all', 'rumor validate # <yes|no> <silver>', and are requested to abide by the following general guidelines for silver rewards:
Fourth, because of the interaction with the magic system, the Troubadour's also possess the ability to eliminate other characters - an ability more commonly associated with a different organization. From a purely mechanical perspective, it's basically two guilds rolled into one, and incidentally, makes the head of the Troubadours arguably more powerful and influential than the monarchy. The guildleader has direct control of what information people receive, including the monarchy, to smear foes or uplift allies as they choose, and if need be he or she can orchestrate a witch burning. If you cross the Troubadours, you can be rubbed out.
There is no question that if I'm making a musician, performer, courtier, or other similar character, I want in. It's not a decision to be weighed. There's no looking at the other guilds to see if they might be a better fit.
Now let's take a look at the Reeves, who I understand are law enforcement. I understand the Knights are a separate organization. I might be inclined to pick one, or I might want to pick the other. Each has their pros and cons. As a Reeve, people might watch what they say around me, but generally speaking they're going to trust me. If I'm a Knight, I've got a reputation for protecting the public from mages. There are some minor social benefits. There are some potential social drawbacks as well, but they're relatively minor and also highly situational. I don't need to go outside the help file on those guilds to see why I might want to pursue them. They may have some other perks on par with the Troubadours' power to influence rumors. I haven't looked, but I don't really need to in order to make the decision that I want to be a Reeve or a Knight.
If I look at the Brotherhood, it's sold as a wretched hive of scum and villainy. That can be a really cool character concept, but there's one line that completely hijacks all of that.
The last time I saw a red warning like that, it was when I was asked if I wanted to be a mage. Now my guard is up. Illegal? What are the consequences? Because mages die. On the in-game board, there's a note specifying that Brotherhood members, and people who consort with them, are sentenced to hard labor.Thieves helpfile wrote:Warning: Membership with the Brotherhood is illegal.
Problem: How does that get resolved? Is the character suspended for a certain length of game time (which translates to real time, and potentially a lengthy block of it) while they serve their sentence? If so, what do I do in the meantime? There must be some consequence, otherwise there's no point in membership being illegal. Then I remember it's a red-label warning. That means it's probably a penalty that makes my character unplayable. In essence, the penalty is death. Being sentenced to hard labor must mean my character gets enslaved to work in the mines, and I make a new one.
Now, as a mage, I get to have a grand time hamming it up when the Inquisition comes for me. I can roleplay out my death as I burn, or if I'm feeling extra spicy, I can go out with a bang and take down as many people as I can. As a member of the Brotherhood, I literally go out like a whipped dog. As bad ends go, the fate that is intimated for exposed Brotherhood members is about the worst of it. My character gets to suffer at the end of a lash for however many years he or she continues to live.
For a mage, it's immediately obvious what I get for accepting that risk of death. There's nothing in the Brotherhood help file to indicate what I get to offset the risk of slave labor. (By the way, compare that help file to the Troubadours. Just look at them side by side.) If I want to play a night watchman, I don't have to join the Reeves, but I don't risk anything by joining, and it's character appropriate. If I want to play a criminal, I take a huge risk by joining the Brotherhood. It's a risk that's unnecessary, because I can still be a sneaky git on my own. At least that way, I only take the risk when I actually commit a robbery.
Not only is there nothing to indicate what offsets the possibility of effective character death, I don't even get to see their guild skills on the abilities list without having a rank in them first. I have to guess what the names of those skills are, pulling the name out of thin air, before I can look it up to see what it does or how it works. Once I do that, however, there's no need to join the Brotherhood! I can train the skills on my own.
Furthermore, the help file states that nobody retires from the Brotherhood alive. So in order to find out why I would even want to be in the Brotherhood in the first place, I have to join. Then, if I find out it's not worth the risk of a rumor leaking that I'm a member and winding up in chains, I can't even quit.
The crime lord relies heavily on information received through rumors, which the Troubadours have control of. The crime lord also relies on being able to spin the rumor mill to deflect suspicion, frame people who know too much, and otherwise keep themselves looking clean. Again, the Troubadours have control of that. Anyone actually interested in playing the head of the Brotherhood would be better off joining the Troubadours.
Now, the lack of information about the Brotherhood's actual capabilities is potentially a big deal. Maybe they've got the same control over rumors. Maybe they get to find out the identity of the people spreading rumors. Maybe they can make people disappear. If nobody else knew they could do that stuff, that would be worth the risk of "death" just like magic is, because the best part about having "something special" for the scheming nobles and gentry is when nobody knows it was you.
Unfortunately, if nobody knows, nobody is going to take the risk.