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Author Topic: ArmageddonMUD  (Read 5686 times)

Feco

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ArmageddonMUD
« on: March 28, 2017, 02:20:09 pm »

It's been a few years since I saw a thread on Armageddon, and I was wondering if anyone else from my (other) favorite game wanted to come play with us!

Things are pretty different.  There have been some changes to the class structure, color support has been added, and there are rules in place for player created clans, among other things.  I've relatively recently got back into it, and I'm having a blast.

Happy to answer any questions and help interested folk get started!

This is what I last posted, years back:

Hey everyone!  I don't post a whole lot, but I noticed there are a few threads about active MUDs (hellMOO, etc.), and that it's been ~2 years since my personal favorite, Armageddon MUD, has been talked about.  Thread reached about 20 pages then, and I thought it might be nice to bring back up, see if anyone plays, and introduce a few people.



Armageddon MUD is heavily inspired by the D&D Dark Sun setting, and is set in a place called Zalanthas, a planet turned into a vast, harsh desert by ancient magic called defiling, as such, magick (both elementalism and sorcerery) is illegal in most places, and feared and hated in all.  The whole world is in oppressed state, ruled by one of two sorcerer-kings, under the thumb of a local despot, or held by the purse by one of the three major Merchant Houses.  There are only two major city-states, Allanak, and Tuluk, and two other major outposts, Luir's, which straddles the border of the northern and southern parts of the known, and Red Storm, which sits on the shore of the Sea of Silt (which is sailable ingame, but will likely lead to your death!).  The rest of the world (known and unknown) is desert, scrub, mountain, waste, etc., and is dotted sparsely by small outposts, ruins (fun to find IG, because of their rarity), xenophobic tribal elves, tribal humans, nasty brutal Gith, and other huge horrifying creatures of different types (not even a fraction are listen in the bestiary on the website).

The majority of PCs are referred to OOCly as "mundane," as the setting is low-magic in a way.  There exists 7 elementalist classes, 1 sorcerous class, and a psionic user class, but all are regulated via a Karma system (points awarded for roleplay, responsible use of power, interaction with staff, etc.), and a special application system.  There are 6 normal classes, 24 sub-classes, and a slew of "extended sub-classes" which are currently being worked on and implemented.  There are 7 playable humanoid races (some restricted by Karma or Special App), the fantasy types differing greatly from what one normally expects (dwarves have no hair, elves come from a culture of tribal sneakiness, etc.)  Normal character applications go through an approval process, which usually only takes a few hours.  All is carried out in game, or through the really easy to use request tool.

A big draw to the game is it's permadeath, which in conjunction with the incredibly harsh and difficult world, makes the entire game an immersive, on-edge experience.  You could get eaten by a Mekillot, starve to death in the waste, get gutted by a pick-pocket in Allanak's ghetto called The 'Rinth, have your head chopped off by a Templar for blaspheming the Highlord, fall off the Shield Wall, drown in the Sea of Silt, or any other combination of nasty ways to go.  One of the official taglines is "Murder.  Corruption.  Betrayal.," so you know it's gonna be good.

There are a few maps of the known world on the website, but this isn't the extent of the game.  The gameworld has somewhere near 30,000 rooms at last count.  Ingame secrets are closely kept, and spreading specific information is actually forbidden in the rules.  The game is a roleplay-enforced MUD; IC and OOC information are meant to be kept separate.

There is a lot of documentation for certain areas, Houses, races, etc. that really helps you flesh out the world.  It's a lot of fun just to read the shit in your off time.

If anyone is interested:

http://www.armageddon.org/
Armageddon runs at armageddon.org 4050.

I suggest MUSHclient for a MUDclient, it's awesome.  It works really well under WINE too.

http://www.gammon.com.au/downloads/dlmushclient.htm

If you decide to play, and have any questions, we also have helpers who'll answer you.  There's a button at the bottom of the main page that says "Live Chat!", and underneath says "Talk to a Helper!"  They're a great resource.


Non-systematically chosen Dark Sun art of some sort.
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crazyabe

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Re: ArmageddonMUD
« Reply #1 on: March 28, 2017, 02:25:50 pm »

PTW?
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Feco

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Re: ArmageddonMUD
« Reply #2 on: March 28, 2017, 02:27:26 pm »

PTW?

Pay to win?

No.  Game is free!  Can't buy anything outside of the game.  Everything is done in-game, and in character.  The staff don't even accept donations, or anything.  No money involved.
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aristabulus

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Re: ArmageddonMUD
« Reply #3 on: March 28, 2017, 02:31:19 pm »

PTW?

Pay to win?

No.  Game is free!  Can't buy anything outside of the game.  Everything is done in-game, and in character.  The staff don't even accept donations, or anything.  No money involved.

Around here, PTW = posting to watch, aka thread subscription to put it on a personalized short-list.

Pay-to-win is usually "P2W"
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TheDarkStar

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Re: ArmageddonMUD
« Reply #4 on: March 28, 2017, 02:32:47 pm »

PTW?

Pay to win?

No.  Game is free!  Can't buy anything outside of the game.  Everything is done in-game, and in character.  The staff don't even accept donations, or anything.  No money involved.

I think the PTW here is intended to mean "post to watch", which people do because there's a forum option to be notified if someone posts in a thread you've posted it.

The game looks interesting BTW; I might take a look at it.
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Feco

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Re: ArmageddonMUD
« Reply #5 on: March 28, 2017, 02:32:54 pm »

PTW?

Pay to win?

No.  Game is free!  Can't buy anything outside of the game.  Everything is done in-game, and in character.  The staff don't even accept donations, or anything.  No money involved.

Around here, PTW = posting to watch, aka thread subscription to put it on a personalized short-list.

Pay-to-win is usually "P2W"

Derp.
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Kazagarth

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Re: ArmageddonMUD
« Reply #6 on: March 28, 2017, 02:52:42 pm »

This is a good MUD, I love almost everything about it. I played some years ago...and was wondering if this is the same...

Make character
Wait for approval (when I made a character, I had to wait till the next day)
Die really quick cause you don't know how to play
Make character again
...wait for approval
Instead of waiting, remove the game and don't play anymore

I mean, I can see why you have to wait for approval over and over since it IS a hardcore RP MUD...but

That was game breaking for me. Never will I play a game where I have to wait to actually play it lol. I've played a lot of RP MUDs, and that was the only one I personally tried where you had to wait for so long just to play lol. Maybe the first time I don't mind waiting, but waiting every single time you die (which is easy in this MUD, granted I suck at MUDs to begin with). Nope, no thanks.

Like I said, I'm actually perfectly okay waiting the first time to be "approved". Not every time after that, that again, is game breaking for me.

Is that still a thing in this MUD? It is by far my favorite MUD, but if that hasn't changed, I can't and won't play it sadly. Maybe others here won't mind that system. But, for me, I don't like that "mechanic" at all.
« Last Edit: March 28, 2017, 02:56:01 pm by Kazagarth »
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Feco

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Re: ArmageddonMUD
« Reply #7 on: March 28, 2017, 03:00:37 pm »

My normal turnaround for character approval is a couple hours.  It's never, ever longer than 24 hours, and that would be a real fluke.

It's definitely easy to die really fast, but that doesn't have to be the norm.  Furthermore, new players, if they die within the first few hours of play, will actually respawn.  This goes away for more veteran players.

I can definitely provide some tips for getting started.  One would be to start in Allanak, and the other would be to make a character interested in joining the T'zai Byn, which is a mercenary company that very frequently trains new PCs and new players.  Another thing you could do is sit in the tavern as say "I'm from the farming villages, looking for work."  People will jump all over that shit and try to get you jobs.

PCs and NPCs are mean as shit.  Players are very nice and accommodating, especially of new players.

If you start in the slums (Labyrinth), or one of the remote locations (Red Storm, Luir's), there's a higher chance of you dying quickly.  I suggest Allanak, and I suggest shooting for the Byn.

Don't expect your character coddled, though.  The byn is filled with mean, nasty, cutthroat mercenaries -- but that's part of the fun.  Just like DF, you should strive to find interesting ways to die.

For fun, here's a list of all the characters I've had over the past 7 years:

1) Feco - A house servant, and aspiring assassin. Ate by a giant bug.
2) Akale - A ranger, and hunter for the merchant house Salarr.  Was loosely based on Mr. Eko from Lost. Got in a fight with a gith raider while hunting, and was killed.
3) Nemilrer - A mutated elf-creature from the Labyrinth -- crime ridden slums in Allanak. Killed by a spice addict, for his boots.
4) Esstas - A sneak who made his living grebbing salt in the salt-flats. Was killed by someone in the waste via throwing knife. Never found out who. Suspect it was one of the Red Fang, a notorious tribe of elven raiders.
5) Swarthy - Aspiring silt sea pirate. Cut his hand on a poison plant and died.
6) Kaves - A very successful weaponscrafter and merchant. Had the opportunity to craft a metal weapon, which is unheard of. Got cocky and walked through a bad neighborhood. A hobo clubbed him to death.
7) Arlkadi - Red Fang raider. Retired.
8) Persapheen - Another aspiring silt pirate. Was clubbed to death by a mul, which is an unstable half-dwarf, half-human.
9) Thiel - A ranger and hunter. Rode off a cliff, and tried to catch himself on the way down too many time. Basically smacked rocks all the way down and died.
10) Ser - A burglar in the pocket of the Allanaki Templarate (the warrior-priests who run the show). Retired.
11) Enali - A stone magicker, gemmed (meaning he was a magick slave of the Allanaki Templarate). Got cocky, and fell down a hole into a nest of gith.
12) Tirden - Silt-sea explorer. Was eaten by a nasty, secret beastie.
13) Echas - A secret Tuluki water magicker. Was killed by a vicious creature called a Kryl.
14) Nem - A burglar, who stayed relatively unknown. Retired.
15) Athelmil - A wind magicker who (again) got cocky. Killed by a surprise sentient plant.
16) Thal - A gemmed stone elementalist. Retired to play a Templar role.
17) Kalakiin Rennik - A blue-robed Templar of Allanak. Got obsessed with ancient stories of void-magick, and did some stuff I can't talk about without spoiling. Retired.
18) Ramit - A half-giant hunter. Got ate by a beetle.
19) Amos - A crafty, mustachioed member of the Guild -- a secretive organization sort of like a street gang + the mafia. Vicious murderer, burglar, and racist. Was surprise attacked by a half-breed and killed.
20) Rakh - (Redacted)
21) Karlade - (Redacted)
22) Vorsing - A horrific, half-elf, tribal void-elementalist who lived exclusively in the cities, risking the wrath of the Sorcerer-Kings. Was amassing cult followers. Was discovered by a home-invader, captured by the Templarate, and summarily executed, in secret.
23) Detum - (Redacted)
24) Brundle - A half-giant hunter who worked for House Kadius, one of the major merchant houses. Retired.
25) Tantamar - A shadow magicker. Details redacted.
26) Rill - An Allanaki spy, sent to Tuluk to commit acts of terrorism. Listed on the history page, but not by name. Managed to infiltrate the Tuluki military, and climbed the ranks a bit. Routed a Tuluki battle-squad during a battle, and provided information needed for the eventual acts of terrorism.
27) Enthir - A fire-magicker that joined a rogue group of terrorist magickers. Was one of the last living members of the group, to my knowledge. Got ate by a beetle.
28) Khalid - A psionicist and aspiring raider. Got bit by a snake and died in agony.
29) (Redacted) These PCs have all existed within the past year -- so they cannot be talked about, at risk of ruining interesting ingame secrets and such.
30) (Redacted)
31) (Redacted)
32) (Redacted)
« Last Edit: March 28, 2017, 03:09:27 pm by Feco »
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Yoink

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Re: ArmageddonMUD
« Reply #8 on: March 28, 2017, 05:08:15 pm »

That was game breaking for me.
Never going to change, I'm afraid.
I've never encountered an RPI that didn't require character applications to be approved. It's a necessary thing, really- why would one character application being approved mean that all your future, different character applications are acceptable? Unless you're planning on entirely copy-past'ing your previous character for the new one...


Anywho, I'd love to get into Arm properly one of these days. All my old favourite RPIs have died out and not been adequately replaced.   
Unfortunately all my previous attempts at the game have fizzled out... something about the the lack of colour, the unfamiliar setting and its lack of basic IRL social structures, the lacklustre documentation, the frequent "find out IC" stonewalling, the confusing/non-existent maps and the muscle memory I have of other RPIs with markedly different command schemes that persists in my mind to this day (despite not having played an RPI in years!) all combine to frustrate my every effort to immerse myself in the game.

I will have to give it another shot, anyway. I have always enjoyed reading de-classified stories on the game's forum and longed to get involved myself.
It occurs to me that this post probably seems quite disjointed and far more negative than I intended it to be: this is because I have stayed up all night. Without sleeping. Thus, I am explosively tired right now and, as always in such situations, my textual online interactions (as if I have any other kind of online interactions!) have devolved into a rambly mush of nigh-incoherent drivel.   

Definitely, I must definitely try Arm again. More properly this time. :)   
Did Tuluk ever re-open?
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Feco

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Re: ArmageddonMUD
« Reply #9 on: March 28, 2017, 06:00:50 pm »

The website was overhauled a while ago, so maybe the documentation is better?  I always thought it was extensive and great.

Also, colors were recently implemented!  You're in luck there.

Tuluk is currently closed, but you never know what could happen, especially with more players.
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Urist McScoopbeard

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Re: ArmageddonMUD
« Reply #10 on: March 28, 2017, 09:57:22 pm »

So where do I start with this behemoth?
 
Just jump in and die? Losing is fun, right?
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Feco

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Re: ArmageddonMUD
« Reply #11 on: March 28, 2017, 10:14:04 pm »

So where do I start with this behemoth?
 
Just jump in and die? Losing is fun, right?

http://armageddon.org/intro/telnet.php

That's a link to a series of intro guides.  At the bottom of the page you can go to the "next guide," and so on.

But yeah, to some degree, you just need to jump in.  I'm happy to answer ant questions you have, and there's a link on the main page to talk to a helper.
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Little

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Re: ArmageddonMUD
« Reply #12 on: March 30, 2017, 11:57:39 pm »

Have tried this out a couple times before, but never got too into it. I'll make a more solid go of it this time! See you all in-game.
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Feco

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Re: ArmageddonMUD
« Reply #13 on: March 31, 2017, 09:09:57 am »

Have tried this out a couple times before, but never got too into it. I'll make a more solid go of it this time! See you all in-game.

Sweet!

What do you think kept you from getting into it?  Might be able to make some suggestions.
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Urist McScoopbeard

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Re: ArmageddonMUD
« Reply #14 on: March 31, 2017, 09:14:30 am »

So, being terrible at MUDs... the account creation seems to be somewhat bugged for me? Full disclosure, I'm playing on Mac using Atlantis. It takes multiple entries to select an option from the main menu and always takes me back to the main menu without completing the creation process. The farthest I've got was simply entering my account name before it took me back. Help!
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