A Moment in Tyme is by far the best Roleplay-Intensive MUD I've ever had the privilege to play, to say nothing of the best Wheel of Time MUD I've played. I've played there on-and-off for a dozen years, and I've been a mortal, a Guildleader, and an Immortal. A Moment in Tyme is a place where someone--with a little patience and perseverance-- can really have an impact on the course of the MUD. We're currently set two years after the battle of Dumai's Wells, but there have already been significant changes to the storyline from the events of the books. Her Majesty Elayne Trakand Aes Sedai returned to Andor earlier than in the series, and with the help of several other Andoran Nobles, secured the Lion Throne without a great deal of trouble. All is not settled within the Land, however, as Asha'man and Aes Sedai have struck against one another, culminating in a raid upon the White Tower itself that left smoke rising above Tar Valon and forced the split White Tower to heal its rift. As Serpent Ring and Black Coat struggle to make peace between the Two Towers, the Seanchan rise in the westlands, having taken Arad Doman, Tarabon, Altara, and Murandy, and pressing hard against the Amadician and Ghealdanin borders. The invaders are currently at peace with their neighbors, but with the number of spears lining each side of the border, it is only a matter of time before war comes once again to the Westlands. In Caemlyn, almost unnoticed beneath the actions upon the grand stage of the Land, a mercenary company forms. Called Heron Company, and led by a Blademaster, they gather strength and information. Rumor whispers that they are led by the renegade daughter of the Domani nobleman made Governor of Arad Doman by the Seanchan, and that they hope to one day return her homeland to a peaceful state. And the Shadow? They watch, they wait, they meddle, and they laugh as the Lord of Chaos rules the Land. Roleplay centers around Caemlyn, Tar Valon, and the Black Tower, but there are some sparks of it in Tarabon, Arad Doman, the Borderlands, Cairhien, and the wilds of Andor. If you want a steady source of roleplay, rather than waiting on one or two people, you'll probably want to start off in Caemlyn or Tar Valon. While all that in-character intrigue is wonderful, it is the people and the systems in place on A Moment in Tyme that really make it shine. I've been RPing with some of the same people for more than a decade, but we continue to gain new players--some of whom have become real forces on the MUD in their own right. Old-time players hold each other and new players up to high standards of Roleplay, but they're always willing to offer advice or otherwise help out new players. A Moment in Tyme boasts unique systems for rating a character's channeling or melee combat ability, based upon...
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I have played on A Moment in Tyme for over 10 years. I started out as a scruffy street rat, and am now the new Amyrlin Seat, which for those who are familiar with the Wheel of Time setting, is no small feat. But it is an example of the roleplay opportunities that await those who are bold enough to achieve the impossible. A Moment in Tyme diverges from Book 7 (A Crown of Swords) into a mirror reality, taking the storyline in a different direction. As things stand currently in our world, the Asha'man, it is rumored, recently attacked the White Tower and abducted Elaida do Avriny a'Roihan, then turned her over to the Hall, which deposed her, raising Matylena Taravin in her place. The Rebels have returned to the White Tower, and Egwene al'Vere has abdicated her claim to the Amyrlin Seat. Elayne Trakand is Queen of Andor, and an Aes Sedai of the Green Ajah. Rand al'Thor has been acknowledged by the White Tower as the Dragon Reborn. The world prepares for Tarmon Gai'don. The Seanchan have swallowed most of the west, as well as Altara and Murandy, and the Return has not even occurred yet. Under pressure from the Seanchan, Ghealdan and Amadicia worry for their sovereignty. The infamous Blademaster Term Delray, commander of a mercenary force known as the Heron Company, is wanted by the Seanchan with a bounty on his head, for kidnapping the daughter of High Lord Phillipe Ankaer, Governor of Arad Doman. Analinde su Riatin, Queen of Cairhien, was murdered, and while the people place the blame on Elayne Trakand, the Dragon Reborn has appointed yet another regent to govern the tumultuous nation. The Shadow has been suspiciously quiet. As far as Wheel of Time MUDs go, this is one of the oldest. It has been through very productive and active times, and its all-time lows. But it still survives, because of a very dedicated playerbase, with folks that just stubbornly refuse to give up, striving to make the game a better place, and bring it back to its glory days. A Moment in Tyme has never been your typical MUD. It has always been different, with a unique code and a different style. It has gone through many changes, and currently we are in the process of rebuilding areas such as the White Tower, updating help files, and our coders are working hard on a completely new and improved turn- based combat system. Because of all these new changes that are being implemented, there isn't any code combat or mob-killing right now, which some may consider to be a downside. However, there are pleny of opportunities to roleplay, which is the only way to gain levels on A Moment in Tyme currently. Through roleplaying, you gain 'roleplay experience'. The more you roleplay, the better. A Moment in Tyme also has a unique channeling system and a unique weaponmastery system, which is how we determine who is the better and...
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During my time playing on MIT, I have gotten very familiar with the system they have there. It focuses almost completely on roleplay, with little use of code as far as your characters statistics are concerned. There are no mobs to slay, and the only way your character can advance is through roleplay, which gives you experience points that you can use to raise your strength, consitution (health) and your dexterity. You can raise your flowpoints (strength in each flow) if you are a channeler. So, those statistics are up to the players. They get 'practices' and can distribute them to raise thier characters str, dex, con or flowpoints as they see fit. Players can also choose from some of the less important Talents, but that is where the power of the player ends. Immortals determine much of what else a character can actually do. They determine how good you are in battles by giving you a weaponsmastery score based on how good the battle roleplay logs are that you send them, they also determine how good of a channeler you are, depending on how good your channeling roleplay logs are. In this way, Immortals decide how skilled and powerful you actually are as a player. Good roleplay is rewarded in this system -in theory. You have to assume the Immortals marking your logs do so fairly, and would continue to do so, even if they did not like the player who they were marking for. The more important Talents in the world of the Wheel of Time must also be given out at the Immortals discretion, some people they allow to have Talents, others they do not. An important thing to know about A Moment in Tyme, is that there is alot of waiting around doing nothing while you wait for Immortals to make decisions, or the Guild Leaders to make decisions. Not all are very active, and guilds often grind to a halt because of this. There are many people you have to go through before you can take certain actions: other players, guild leaders and immortals, and you should take this into account when planning to roleplay something like a plot out. Unfortunately, this can mean that you have to explain some or all of your actual plot ooc'ly before you actually carry it out ic'ly, and that is a bit of a dull prospect. I prefer a mud where everything is as IC as possible, and anyone can take an action they desire, yet they must accept the IC consequences afterwards, however I must say that a Moment in Tyme is a mud where information about characters is too often exchanged ooc'ly, and this diminishes the fun of roleplay somewhat, for me, anyway. There are a wide variety of guilds on A Moment in Tyme. They are not all active at the moment, what I mean by that is that not many people are in those guilds, or if they are, they do roleplay...
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I'm a longtime player and recent coder for A Moment in Tyme. We're based on an alternate timeline of Robert Jordan's A Wheel in Time, to ensure plot freedom. The codebase is coming along well, and some of the RP has never been better. I've been on Tyme for years. I've tried to leave it more than once and I keep coming back. The world and environment is just so rich. I have never found the quality and caliber of roleplaying or staff anywhere else. What counts for roleplaying elsewhere are just socials here. If you want real roleplaying without all the BS, try A Moment in Tyme.
Hey there.. I've been going to this mud for quite some time now. In fact, come August it will be seven years. And to be brutally honest here it has gone downhill, and continues to do so. There is no reason or rhyme to the current timeline, no structure, no basis in which us 'Mortals' can begin. We are simply thrown into a room and left to fend for ourselves, in every way possible. The Immortals are barely helpful; or even courteous for that matter, it seems as if they are merely helping you now just to get you out of their hair. There is absolutely NO RP to be had, for those that happen to be RPing are doing so in such a private place, it's simply impossible. The entire place is full of selfish, rude, condenscending and obnoxious players and Immortals alike, that it's done nothing but disgust me for the past two years. Now, you may be asking, why do I stay? Why have I remained? In truth, I do like everyone else does over there now, at lest most of the time, I IDLE. I'm on another mud. A mud with a purpose, and I'm having fun, while minimally checking my Moment in Time window to maintain the contact of the cherished friends I happen to have on that mud. The bottom lin: A Moment in Tyme is only a shell of what it used to be, and that's something that can and won't never be again. Until the MUD get's Immortals who care, who want to help, and who are able to look past their own online lifestyle, for that's part of what the job entails, the mud will remain exactly this: Useless and boring. Unfriendly and boring. Structureless and boring. Have I mentioned BORING YET!?
My recomendation is not to go to this mud for multiple reasons. 1. The exp system is whacked meaning everyone is near level 40 rp levels with no work to it. 2. There is no diversity to characters. Stats are between 8-25, capping at 25, channelers all their flows are all about the same. With no diversity. Talents, all non-channelers have the same talents pretty much. channelers have the same problem. In the old code there was at least a difference in flows, a characters stats and flows were developed by putting a lot of time into the character. Where as now levels are too easy to get and there is no diversity in characters. Other then their weapon mastery and channeling mastery. 3. The guild leaders of the tower are pretty much the imms on this mud, and tend to be petty and ignorant. Often acting much like children. So my recomendation is seek a more freindly based mud. note I have been on this mud since the begining. Shannon
If you are a fan of Robert Jordan's Wheel of Time series, or just a fan of high quality role play with other high quality role players, A Moment in Tyme is the MUD you should check out. I have been playing on MiT for several years now and have seen it go through a great many changes. The most recent change was the move to the new (custom) codebase and the resetting of the storyline to just after the fall of Malkier (about 50 years before Rand was born for you who follow the books). Previously to that the MUD was doing great but, as you can well imagine in any story that is still being written by an author who puts out a book every couple of years, there would come points where everything would hinge upon one character from the books and things would stall. To remedy this the timeline was moved back and set in a divergent timeline where the possibilities are virtually limitless. This is a world where the Seanchan have begun their invasion too early and have stalled with their reconquest unfinished. This is a world where an elite army called The Legion helps to guard the Blight after the Fall of Malkier and prepares to one day be the tip of the spear that destroys the Shadow. This is a world where all of your other favorite groups from the books still appear; the mysterious Aes Sedai and their Warders, plotting Cairhienin nobles, singing bards and gleemen and fanatical Whitecloaks among many, many others. I will warn you, this MUD can be difficult for Newbies and Veteran MUDders alike, but a little patience and the help of our outstanding visitors guides will make the effort worthwhile. Before you know it you'll be sipping ale in the common room of the Queens Blessing, plotting the downfall of the Queen of Cairhien or riding through the thick of battle to the reputation of a Blademaster or Great Captain. I'm not going to mention all the juciy custom code that our Coders have dreamed up (and there is a -lot- more on the way), you'll have to see it for yourself. I look forward to meeting you all there. Tal
Just wanted to write a quick review about the mud I play, A Moment in Tyme. It is a mud, rather than mush, though focuses almost entirely upon RP. Its definitely not a great place to go for mob killing as the experience we gain is done by a system that counts emotes(poses) and the likes, rather than how many mobs you have slain. However, For Roleplaying, and for placing yourself in Robert Jordans Wheel of Time Series, Its awesome. I?ve played there for probably around three years, now. And have seen both good points and bad points. There is currently a great deal of building going on, as well as an amazing amount of improvement to the code. We had a rp and player wipe back in January, that set us to just after the fall of Malkier (for those of you who know WOT) It?s a great time to rp in, even if we did lose the bookies because of it. A good change, over all. We?ve had troubles with imms in the past, (vast problems, from some things I?ve seen and heard about before I came) but luckily enough, that?s largely been cleaned up. We?ve still got some immortals that I don?t fully agree with on their views, but its no longer a hindrance to playing, and as a whole, it?s a great crew. Right now, I?d say MiT?s main problem is a lack of people. *wistful old man look* I remember times when we broke 100 players online, and had an average of 70, though that?s now closer to between 20-35. Its one of the main things Tyme has been trying to fix though, (as I reckon every game out there has) We allow for limited multiplaying (you can have as many character?s as you want, but only two can be logged on at once, and they cannot be in the same room) And possess such guilds as the White Tower, Aiel, Cotl, Council (magistrates and the likes) Daes Daemar (nobles and their houses) Gleeman, Merchants, Ogier, Seanchan, wisdoms, and wolfkin, and last, but certainly not least, The Legion, which is a fully player created guild, the only one that?s not based completely off one of the writings of Robert Jordan (shameless plug) We allow multiguilding, For instance, my character Aratan, is a Noble of Shienar and a Legionaire, and so guilded into both Daes Daemar, and the Legion. There?s also a male channelers guild (we are set before the asha?man, so its not an IC organization) A darkfriends guild (not publicized naturally), and there was, and hopefully will be again, the ability to play Shadowspawn by application. The characters you play can vary anywhere from the average smithy, farmer or peasant type, all the way up to noble or Aes Sedai. It takes abit of work and roleplaying experience to become extremely powerful, but luckily cunning can matter as much as code strength. There are a number of things gained by application only, the...
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I've been playing on Moment in Tyme for several (to many? nah) years now and have seen is pass through both good times and bad. One thing has remained constant though, a high level of RP quality, a large variety of people and characters, and diverse opportunities for just about anyone that wants to play in a Wheel of Time based world. There has recently been a major code shift on the MUD, so things aren't nearly as complete now as they were previously (getting better every day though), but the RP is still very strong and appealing, and the Immortal staff is one of the best the MUD has ever boasted. The future prospects of the code are very interesting and, in my opinion, hold great promise. For those seeking a place to play I'd highly reccomend giving it a shot, especially now where you can learn the code along with everyone else and won't be left behind the pack so to speak. Dugoth ps. join Wolfkin if you do give it a shot, great guild ;)
A great immortal staff. Helpful players to guide newbies and ease them into the flow of the MUD. Many, many guilds(clans) you can join. You can even multi-guild, joining more than one clan at a time. Heavy emphasis on In Character Roleplay. The Roleplay here is unlike any other MUD I've seen yet. I've been hooked for 7 years. You could be hooked for the -next- seven! Stop by and check us out. -Loth the groovy War Imm
Heya. I am one of the Immortals on MiT. I have been playing Moments in Tyme for quite a few years. I began playing MUDs way back in '94, around the same time I began reading Robert Jordan's Wheel of Time series. I played a few Hack & Slashers, but that got old fairly quickly. Then I found Moments in Tyme. As I rather enjoyed the WoT books, this place seemed like it was right up my alley. The MUD introduced me to Roleplaying, which is the primary focus of the MUD, but at the same time allowed the PKilling of the H&S MUDs, though it was restricted by certain rules. Yes, I was in heaven. Over the years I've seen MiT go through quite a few changes, some good, some bad. At the present, though, we have recently had a Player Wipe. Dispite that, we still regularly have upwards of 50-80 players online in the peak hours, and rarely drop below 20 even in the middle of the night. This would be an ideal time for new players to check the place out, as they could get started on relatively even footing with all of the oldbie die-hard Tymers. As an Immortal, I can honestly say that there are pleanty of Imms as well as mortals readily prepared to help out any new player who logs on. People on the MUD are very friendly to newbies, giving advice and help and tips whenever needed. I'd encourage you to log on, and ask questions if you have them. As a long-time player of this particular MUD, I don't think you will find RP of the caliber we have -anywhere- else. I have tried many, many other MUDs, but none were able to hold my intrest for long. So-called RP muds where RP consisted of yelling insults over pkill channels, then hunting other players down to PK them. This is RP? I don't think so :) At MiT RP means much more than that. If you want to see for yourself, come and check us out. If you're into Roleplaying in a WoT setting, you won't be disappointed. We'd be glad to have you. -Loth the Immortal
This is the first mud with true RP I have ever played on and it has helped me with my table top AD&D game back then. I have recently came back just days before the Pwipe and have made charicters after it. There is lots and lots of potental with the new code. As of 2/8 though there is still lots of code lacking, such as fighting and channeling with no ETA on when it will be complete. The best thing about the mud however is that you get levels by RP. You emote or use a command called pemote with other people in the room doing the same and you get exp. So the more time you have the higher level you get, so those of us with work are lacking a bit but it's still fun to see whats happening. There are lots of OOC commands that lets you find where the RP is happening and even lets you join multiple guilds at once! Over all I would give this mud 5/5 starts when it is fully operational, right now I would give it 4/5, due to the helpfull immortals and the potental it has. But, you don't have to take my word for it.....
A Moment in Tyme is a Mud based on Robert Jordan's popular Wheel of Time series. I've been a fan of this series for years, and so when I was introduced to Tyme by a friend, I was hooked. The code is unique and the RP is excellent. At peak times there are about 50 people online with a little less than half of them RPing somewhere. All the various groups in RJ's books can be found on the Mud, and most can be played by PCs without a hassle. Tyme recently underwent a pwipe and code change, which makes this a good time for new players to get started. The code right now is rough, but is quickly improving as bugs are ironed out and new features are added. But the heart and soul of the Mud, the RP, is unaffected and going strong. All in all, Tyme is one of the best Roleplaying Mud's I've ever played on. If you're into the fantasy genre and roleplaying, then I'd recommend this Mud to you. God willing, I'll be playing here for years to come.
I would simply like to state, that a Moment in Tyme is one of the most newbie friendly sites that someone who is just starting on a rp site can go to. And plus they tend to stay along the story line of the books and not allow odd powers in it that clashes with RJ's books. And the PK (player killer) is very limited, the only time pk is allowed is if there's a good ic reason. And if your looking to join guilds, they have plenty of them. One for pretty much every book char's that RJ has made so far. So if your looking for some good rp and mild pk, tyme is the place to be. And if not, there are plenty of site's out there that are just pk.
I started playing A Moment in Tyme while they were still in Beta testing in 1994. It 2001 now, and I still play. I have gone from just a mortal, to the baddest Blademaster around, to the GL of the Gaidin, to a Lieutenant in the Band of the Red Hand. - There are ALOT of guilds here, and ALOT of history. On average, there are 30 - 50 people on during peak hours, and thats only because we are in the middle of a transition period. - The IMMs and morts have decided to pwipe, and start anew, without book characters, and let the PC's shape the history. We are starting around 955 NE, RIGHT after Malkier falls. - For this timeline, I get to play Malkierian Nobility, whom survives the attack, only to attempt to save the Fallen Towers.....will this happen? I dont know, but it will be fun to play. - Anyone who likes to Roleplay on a Game with true progression, come here. I started with a single character, and in my years of playing have built up a history for a Noble household. ALL the rp and History were done on the MUD. - If you want to join the game, come soon, and start fresh just like everyone else! - Oh yeah,...the Code kicks butt too! Forms, Retainers, A true channeling system, and not some quick change to the CIRCLESpell system. In fact, the code is so different from what it started as, it has it's own name...MikkiMUD. - Come on and join A Moment in Tyme. Youll never regret you did. - Josh/Kinmourn al'Vahn
I've been a player of Tyme for well over a year. It's not the mud with the biggest player base, nor is it the mud with the most dedicated staff. But what is _is_, however, is a very well-written, original code, Wheel of Time mud. Both players and immortals are very helpful, and there is great RP. I've seen a bunch of muds, and while it may not be the best, or the biggest, it's my favorite.
I've played on a Moment in Tyme for close to five years now, and in that time, I've come to appreciate the many nuances and intricacies of the MUD that make the experience so enjoyable for any player, whether new to mudding or experienced, or new to the Wheel of Time setting or not. It offers something for everyone, and for that reason, I believe, we are the most popular roleplay-based Wheel of Time MUD currently online. Roleplaying. It is the single most important focus of the MUD. Almost everything is geared towards the roleplay environment on A Moment in Tyme, whether it is the thorough, well-designed code which is aimed at reflecting IC or the rooms put in regularily by the Builder staff, mirroring the Wheel of Time world with amazing accuracy and precise attention to detail. The guilds give the players places to find different people with whom they can roleplay. Guilds interact regularily to form an complex, all- encompassing web of roleplay into which players can immerse themselves with relative ease. Aes Sedai, Warders, Nobles, Whitecloaks, Asha'man, Dragonsworn and the Band of the Red Hand are just a few of our many different guilds, each offering a different kind of roleplay, catering to what virtually any player might want. A Moment in Tyme is the best MUD I've ever played. The code is great, the staff is friendly and the players are truly wonderful people. But, in the end, it all comes to one thing - the roleplay. Never have I been able to truly feel as though I were a part of the books, whether as a warder, fending for the life of my Aes Sedai, or as a nobleman of Daes Dae'mar, plotting the conquest of a throne. Anything you can imagine, you will find on a Moment in Tyme. Try us. You won't be disappointed! tyme.envy.com port: 6969
– MUD Magic Review (Archived) by Darkoth on Feb 27, 2001
A Moment in Tyme has now been my home for probably a year and a half. I started out new to actually playing a rp mud. I played Wotmud for awhile, a normal hack and slash mud first. Moving over was quite an experience. Looking back I think about how much help I got and how friendly the people at MiT were. Why MiT? Well if it is roleplaying you are looking for...you won't find a better. We currently have 19 guilds, ranging from Asha'man to Tinkers. Each guild has it's own unique set of guildskills and their own means of rp. At MiT there isn't a limit to where your rp can go. If you have a creative mind and enjoy rp I would recommend MiT.
A Moment in Tyme brings to life the world of Robert Jordan's series "A Wheel of Time", capturing the many different characters one would find in the books, and allowing you to assume one of your favorite roles. Perhaps you have always wanted to roleplay a strong, stoic warder, or his Aes Sedai, battling the Dark One's minions across the land, or perhaps a dignified noble caught up in the intricacies of Daes Dae'mar, the Great Game, or even a deadly Asha'man, with the power of Saidin at your fingertips. They are all there for you, waiting. A Moment in Tyme seamlessly integrates excellent, ever-expanding and intricate code with top-quality roleplay. Averaging 30 to 50 players a night, and peaking at 80+ players, fun is always abound, and there is something for every type of mudder. We have many of the main areas from the books, including Caemlyn, Cairhien, Tar Valon, the Blight, Illian, Shadar Logoth, Baerlon, Four Kings, Two Rivers, Alindaer, Aringill, Far Madding, with many more in the works, such as Tear, Amador and the Threefold Land. We strive to make the game as enjoyable as possible for everyone, so drop by, and see just how much fun is waiting for you.
A Moment in Tyme is a roleplaying Mud, established in March 1995 and based on Robert Jordan's Wheel of Time books series. The main emphasis is on roleplaying, with player killing allowed strictly on an In Character basis; and those roleplaying opportunities are rich, with the Mud's online population peaking at more than 80 people and averaging 50-60 on most nights. Essentially, Tyme is exclusive roleplaying with code aspects offering the objective angle of characters' strength; you can see a live version of the current timeline, rumours and news circulating per nation of the world which is being maintained by the characters themselves; these characters can grow in reputation until they reach the status of legend, hero, villain, Blademaster, or mighty channeler in preparation for the Last Battle. There is a friendly set of Immortals with a number of different dities (from running quests in general to doing only roleplaying Events, to building areas for the world). Supporting them is an excellent 'staff' of mortal Visitor Guides, volunteers who know the game well and care to help newbies - and do so, giving pointers and letting newcomers hints and suggestions to find everything they need for their first steps. People are organized into guilds, In Character based 'clans' where members with different views on the world can bind together - or compete with each other in fierce, competitive political schemes. These guilds often come into conflict with each other, and wars have been known to occur. There are always opportunities to find some fun, and with an established player base, the staff's help and daily ran quests offering chances to roleplay and meet other characters, involving yourself in the plots woven around you at all times comes easily. You can play a Warder, each a sworn protector and bonded to a woman for life, master of the blade; or a Whitecloak, fanatical follower of the Light, blind to all truths but his order's; or an Asha'man, a man who can use the One Power to inflict massive damaged in battle, destined to go mad and die or be corrupted and fall into the Shadow because of his ability. On the long term, you can walk the long path to become a Blademaster, a living weapon with a sword; or to master your weaves as a channeler and wield great power in servitude to the Light, the Shadow at Noon, or yourself; or you can be a noble, playing the Great Game of the Houses with other nations and High Lords in an everchanging display of cloak and dagger, deceipt, and the highest gains. Knowledge of the Wheel of Time will be handy, but not required; Guildleaders, visitor guides and helpfiles will all help a newcomer settle in, and Robert Jordan's rich, colourful world will come to life as time passes by. The address for a Moment in Tyme is tyme.envy.com 6969, and the official web page (containing links to fan sites, the Mud's particular timeline, roleplaying logs, is...
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