New Worlds Ateraan
Fantasy-themed LpMUD (Multi-User Dungeon) founded in 2004.
Ranked 10th of 749 worlds statistically.
Ranked 5th of 345 worlds in the Fantasy genre statistically.
Address:

Db Size:
(Unknown)

Players Connected:
117 (an hour ago)

Maximum Connected:
117 (last 30 days)
Status:
UP

Version:
LpMUD

Average Connected:
110 (last 30 days) ▼4%

Minimum Connected:
90 (last 30 days)
Connection Screen
 
              N E W  W O R L D S  A T E R A A N  
                      fantasy  adventure    

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  |~|_|~|_|~|_|~|       [_|_________|_]         |>>>>>+      |~|_|~|_|~|_|~|
  |_____________|         |=========|   +       |            |_____________|
    | [].~[] .|           | ~ [+].  |   +       |              |.~[]. [].|
    |_________| |>>       |  .   ~  |  {~}   u-u|u-u-u         |_________|
       {   /    |         | ~ [+] . |  |u|   |. .O . |            {.. /
       ||.|~|_|~|_|~|     |. ~ .    |  |~|   | . O. .|         |~|_|.|_|~|_|~|
       ||.-u-^^-u-u-u^^~-~-~-~-~-~-~-~~---~~-~-~-~^^-~-~-~-~^^-u-u-u-u-u-u-u-u
       ||  . --  ~ . --  . ^    . ~ .  .   ^  .   --  .  .  -- . .   ||| o |
       || . /**} .  /**}  |V| ~  .[o] . ~ |V|  . /**} .   ./**}     .||  }_|
       ||   |[]|    |[]|  |.|-v-v-v-v-v-v-|.|    |[]|      |[]| .    || o o}
       ||.   -- .  ~ --   |o| .~_______~ .|o|    .--    .   -- ~  .  || ~ .|
       ||  . ~  ~     .   |o|  .|}:|:/|.  |o| .  ~  ~  .  ~    .   ~ || .~ |
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       ||_________________|_|___|/:|:}|___|_|________________________|| ||.|
       /------------------------_______------------------------------||_||_|
      /************************_________*************************************|

 Warning!!! Logging in to this game expresses a commitment to follow all the rules.

If you have problems you may contact the administration at: ateraan@mail.com

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Description
New Worlds Ateraan is a full featured Intensive Roleplaying Game. Offering several unique and powerful guilds, races, politics, religion, justice, economy, and a storyline that is dominately player controlled with a history and background based on a novel for more robust roleplay direction. The Guilds range from your standard Fighter and Mage to the strange Retter and unique Merchant which is widely accepted as an enhanced roleplaying Guild with exciting features like guard hiring caravans, ship building and repair, clan building, house builing, auction houses, theater control, and reparations of weapons and armour. Religion is a topic of large debate and conflict, but definitely not the only one. With racial cities and two distinct nations of varying loyalty and politics, Ateraan abounds in for...
Read more at MUDConnect.Com

Links
Average Players Connected By Week
Average Players Connected By Season
Language:
English [1] [2]

Codebase:
[Custom] LP Mud [1]
Custom [2]

Created:
2004 [2]

Location:
USA [1] [2]

Theme:
Fantasy Roleplay Enforced [1]
Roleplay Enforced Fantasy [2]

Description:
New Worlds Ateraan is a full featured Intensive Roleplaying Game. Offering several unique and powerful guilds, races, politics, religion, justice, economy, and a storyline that is dominately player controlled with a history and background based on a novel for more robust roleplay direction. The Guilds range from your standard Fighter and Mage to the strange Retter and unique Merchant which is widely accepted as an enhanced roleplaying Guild with exciting features like guard hiring caravans, ship building and repair, clan building, house builing, auction houses, theater control, and reparations of weapons and armour. Religion is a topic of large debate and conflict, but definitely not the only one. With racial cities and two distinct nations of varying loyalty and politics, Ateraan abounds in opportunities for the new immigrant and the long time established player. Social standing can be as important as strength of arms and starting in New Worlds is simple and direct with staff members, guides and experience players to assist you. Murder and intrique can find you in dark alleys or on a highway, or you can seek gold and fame with groups ranging in size form solo to twenty or more adventurers raiding a stronghold, or you can relax on an open beach while fishing, digging for clams, finding crabs, or swimming in shark infested waters. The diversity of roleplay and adventure in New Worlds is astounding as you will find yourself aligned with a faith or clan, race or guild, or on a romantic get away to an inn or resturaunt with intelligent servers, or perhaps smoking gnome pipes while watching a theatrical performance in a fully operational and player run grand theater. And the serious roleplay only matches the hundreds of weapons, armours, creaturs, artifacts, and items of power. A newest feature is the massive shipyards that boast several unique styles of ships from the tiny two man dinghy to the sleek and fast cutter, to the huge fifteen crew and multiple room yacht, to the fortress of the sea war galleon that boasts over nine distinct and seperate weapons. Our ships and seas offer exciting quests, deep sea fishing, cargo caravan runs from various ports, pirate hoves and enemy ships, the ability to board and sink opposing ships, go on whaling runs, and battle other players at sea, even to the point of massive armada combat. All we ask of our roleplay focused playerbase is that you remain in character while in the game. While there are out of character areas, the game thrives and demands strict roleplaying, giving New Worlds the magic of a well written, yet unscripted story. What most have said about New Worlds, "Play it for a week, and show your style of roleplay, and we guarantee you will find a home here." We have a player base that is 50/50 ratio of men and women, and a wide age range, so all will find their niche. Check it out, you won't be disappointed. We encourage you to visit the website to see the features of this game. [1]
New Worlds is a full featured Intensive Roleplaying Game. Offering several unique and powerful guilds, races, politics, religion, justice, economy, and a storyline that is dominately player controlled with a history and background based on a novel for more robust roleplay direction. The Guilds range from your standard Fighter and Mage to the strange Retter and unique Merchant which is widely accepted as an enhanced roleplaying Guild with exciting features like guard hiring caravans, ship building and repair, clan building, auction houses, theater control, and reparations of weapons and armour. Religion is a topic of large debate and conflict, but definately not the only one. With racial cities and two distinct nations of varying loyalty and politics, New Worlds abounds in opportunities for the new immigrant and the long time established player. Social standing can be as important as strength of arms and starting in New Worlds is simple and direct with staff members and players alike to assist you. Murder and intrique can find you in dark alleys or on a highway, or you can seek gold and fame with groups ranging in size to solo or twenty or more adventurers raiding a stronghold, or you can relax on an open beach while fishing, digging for clams, finding crabs, or swimming in shark infested waters. The diversity of roleplay and adventure in New Worlds is astounding as you will find yourself aligned with a faith or clan, race or guild, or on a romantic get away to an inn or resturaunt with intelligent servers, or perhaps smoking gnome pipes while watching a theatrical performance in a fully operational and player run grand theater. And the serious roleplay only matches the hundreds of weapons, armours, creaturs, artifacts, and items of power. A newest feature is the massive shipyards that boast several unique styles of ships from the tiny two man dingy to the sleek and fast cutter, to the huge fifteen crew and multiple room yacht, to the fortress of the sea war galleon that boasts over nine distinct and seperate weapons. Our ships and seas offer exciting quests, deep sea fishing, cargo caravan runs from various ports, pirate hoves and enemy ships, the ability to board and sink opposing ships, go on whaling runs, and battle other players at sea, even to the point of massive armada combat. All we ask of our roleplay focused playerbase is that you remain in character while in the game. While there are out of character areas, the game thrives and demands strict roleplaying, giving New Worlds the magic of a well written, yet unscripted story. Finally, this game is currently sponsored. There is no cost associated for players. No advertising, no emails, no donations, no registrations and no hassle. What most have said about New Worlds, "Play it for a week, and show your style of roleplay, and we guarantee you will find a home here." We have a player base that is 50/50 ratio of men and women, and a wide age range, so all will find their nitch. Check it out, you won't be disappointed (unless you can't roleplay). We encourage you to visit the website to see the features of this game. [2]

  1. MUDConnector.Com
  2. TopMUDSites.Com
I don't want to say that my time in New Worlds was totally negative, because that is definitely not the case. Mechanically, the game is very sound, and there is something pretty addictive about the overall loop for xp and gold, even though it's not actually all that engaging on a moment-to-moment basis. The onboarding process for most new players is smooth, and more experienced players are happy to help show the ropes. The guilds are varied and there is a lot of room for self-expression as a player (but don't express yourself too much...) There are some genuinely good people who make for some very strong roleplay. But I had to leave the game once I saw the culture of negativity and harassment that can feel stifling and pervasive. The most egregious incident that comes to mind involved a transgender player starting a trans character. This person preferred she/her pronouns, and asked a staff member/player (that's a whole other issue) to refer to her as such. This staff member, in response, led a sustained campaign of bullying against the player, recruiting her friends to use Darci (the game's depository for gossip) to leave some very hateful messages for all the game's players to see. When this player was clearly in a crisis due to this harassment, the response was to amp up the hateful rhetoric, with players gleefully calling her "it" and misgendering her as harshly as possible. Some will argue that the harassed player brought it onto herself with a certain level of aggression in response to her treatment, but frankly we should be holding the staff member (the "new player staff," at that! the audacity of it all) and old players to a higher standard than someone who just started. More recently, an in-game relationship came to an end, and for weeks afterwards the rumor mill circulated the nastiest claims about the woman, who from my understanding didn't do anything to warrant such harassment. It took Darci crashing to bring an end to that, but not before that player stopped coming around. This is a cycle that has repeated itself several times in the year that I played this game. Staff are perfectly willing to jump and dictate roleplay when it comes to major world events, or just booting someone out of a guildmaster position because they happen to not agree with how the guild is being run. But they are mysteriously absent whenever situations like these pop up, pointing to random help files and "keep it IC" as if we don't all know the score. Don't play this game. It is a cesspool of mediocre people throwing around what little weight they have. Staff have created a toxic culture, and some partake in the worst of it. Oh, I forgot to mention that you can pay for character boosts, and there is clear favor shown to those who have donated more money. The exterior is beautiful, but the core is absolutely rotten.
MudConnector.Com Review by on Dec 13, 2019
I played this game for about a year, following a world reset. My conclusion is that New Worlds Ateraan does many things well, but nothing that other MUDs don't do as well if not better. Ultimately, this MUD is not worth your time, and you'll save yourself a lot of frustration if you find another MUD that actually values its players. I must echo the sentiment expressed by Zerbo's review, below me. NWA had a lot of potential, but underneath the veneer is a dull grind that's exacerbated by weak RP from much of the playerbase. The game claims to be RP-enforced, but many players don't even use proper spelling and capitalization. The defense will be that this game has many blind players, which is great, but which is also just an excuse. I have also felt personally bullied by the staff player discussed in his review. Without getting into too much detail, a couple months ago we had a cordial disagreement. It turns out she took it much more personally, and the amount of hateful vitriol coming out of a STAFF MEMBER toward a PLAYER was shocking. My five-year-old knows how to keep her temper better! I don't have any problem with Staff playing the game they worked so hard to put together and maintain, but this behavior is completely unacceptable. It's totally unchecked because Andrew, the head of the game, won't do anything to rein in his staff, so they have permission to go on sustained bullying campaigns against players. Again, admin have decided that this is an appropriate way for STAFF to treat a PLAYER. Once it became clear that the admin didn't really have players' backs, I logged off, and I won't be going back. As I said at the top of this review, NWA doesn't do anything well enough that it's worth putting up with weak RP and mean-spirit staff who reinforce cliques, abuse their power, and bully other players. Do yourself a favor and stay away.
MudConnector.Com Review by on Dec 13, 2019
Y'know, I've seen a number of reviews dissing Those Evil Cliques. So here's my question: what mythical great spectacular MUD does NOT have cliques? Inquiring minds wanna know!
MudConnector.Com Review by on Nov 17, 2019
"Other people are terrible so it's ok for us to be terrible too!"
MudConnector.Com Review by on Nov 25, 2019
I don't want to say that my time in New Worlds was totally negative, because that is definitely not the case. Mechanically, the game is very sound, and there is something pretty addictive about the overall loop for xp and gold, even though it's not actually all that engaging on a moment-to-moment basis. The onboarding process for most new players is smooth, and more experienced players are happy to help show the ropes. The guilds are varied and there is a lot of room for self-expression as a player (but don't express yourself too much...) There are some genuinely good people who make for some very strong roleplay. But I had to leave the game once I saw the culture of negativity and harassment that can feel stifling and pervasive. The most egregious incident that comes to mind involved a transgender player starting a trans character. This person preferred she/her pronouns, and asked a staff member/player (that's a whole other issue) to refer to her as such. This staff member, in response, led a sustained campaign of bullying against the player, recruiting her friends to use Darci (the game's depository for gossip) to leave some very hateful messages for all the game's players to see. When this player was clearly in a crisis due to this harassment, the response was to amp up the hateful rhetoric, with players gleefully calling her "it" and misgendering her as harshly as possible. Some will argue that the harassed player brought it onto herself with a certain level of aggression in response to her treatment, but frankly we should be holding the staff member (the "new player staff," at that! the audacity of it all) and old players to a higher standard than someone who just started. More recently, an in-game relationship came to an end, and for weeks afterwards the rumor mill circulated the nastiest claims about the woman, who from my understanding didn't do anything to warrant such harassment. It took Darci crashing to bring an end to that, but not before that player stopped coming around. This is a cycle that has repeated itself several times in the year that I played this game. Staff are perfectly willing to jump and dictate roleplay when it comes to major world events, or just booting someone out of a guildmaster position because they happen to not agree with how the guild is being run. But they are mysteriously absent whenever situations like these pop up, pointing to random help files and "keep it IC" as if we don't all know the score.
MudConnector.Com Review by on Dec 12, 2019
Some human beings cannot help themselves. They have an impossible to suppress sense of adventure and enjoy trying things which are entirely alien to their ever-limited scope of ever-expanding interests. For the longest time, I loved tabletop role-playing immensely. It pretty much defined my childhood with how much of my time and passion it consumed. Of course, being a girl in a male-centric game setting wasn't always easy but I played well with others and tolerated their treatment of a newcomer or a seemingly naive female well over the years because tabletop role-play was a personal and social activity and players and dungeon masters alike valued their reputations in tightly knit social circles. Bearing this in mind, I eagerly set out to try my luck with the online role-playing community. For once, all of my role-playing circles were becoming rather inactive due to various individuals having a lot going on in their lives at once. For the first time in my life, I had to dive into the dangerously anonymous and troll ridden environment known as The Internet. New Worlds Ateraan, they called it. Seemed like a wonderful idea at the time! A somewhat generous list of races to play. Decent enough guild choices despite there not being many to choose from. A promise of role play being wonderful, active, and very much in character. I would invest many hours of my time into enriching myself with knowledge of the game mechanics, lore, and story of this world. And many more hours were sunk into creating a genuinely unique character to explore it. I pride myself in putting much thought into my characters, you see, for I do not right stories or participate in role play as anything even close to resembling an amateur. I do this for a decent living already but want to have some fun with it from time to time. But one Ateraan player with a little seniority over me in this specific setting couldn't help but throw some vaguely out of character shade my way using her in character dialogue to call me a stupid, ignorant newbie and contrive some sort of harassing dramatic role-play with me when I refused to lick her boots. In a tabletop environment, this usually ends rather quickly with a dungeon master fading it out for what it is and giving the encounter a redo or even kicking a toxic member out of the aprty for a while if it continues to come up as an issue. This facilitates keeping a clean role-play environment free of OOC stupidity negatively affecting an IC world. It also facilitates reducing a delay in story progression over this becoming a recurring argument between players. Almost supernaturally, the way Norman -a staff member of New Worlds Ateraan- handled this, a not too uncommon instance of bullying a newbie bleeding into in character dialogue, was by investigating an immediate false claim by the harassing perpetrator herself and her friends that I was breaking entirely... Read More
MudConnector.Com Review by on Nov 22, 2019
I'd like to leave on Record the following: That Zephybel was treated fairly. That it was I who gave her the tour and we were enjoying the RP. Until she met shadeau. And it went downhill from there. Shadeau did NOTHING ooc. She treated IC at all times and being hit so aggressively by an Immigrant, not only is it a rule broken. But she and I told you to desist and you continued to pursue her sexually. Also in your original you attempt to make it look like we sh** on you because you are a transgirl in real life. Then changed it here. Not sure why have two different version. But yes, you broke rules. Rules that were VERY clear.
MudConnector.Com Review by on Dec 8, 2018
Unfortunately for Zephybel, the real story?s pretty well known in NWA. The REAL story is that she insisted on playing a transgendered, transitioning character, as well as being sexually aggressive, something that?s also explicitly against policy for newbies. Trans characters are also against policy. Basically, the deal is that ?the Gods don?t make mistakes.? People don?t get born into the ?wrong? bodies, but are born into the bodies matching their true sexual identities. (This is part of a policy that also bans RP of permanent disabilities, because healing magic is too ubiquitous for them not to be healed. And really, what the hell? What stopped her from rolling up a character that *conformed to her preferred sexual identity??*) First, Zephybel demanded to talk to a Guide about it, a volunteer specifically tasked to help newbies. She didn?t get the answer she wanted to hear, and demanded to talk to a staff member about it. That?s when Norman stepped in, and told her the same things. Throughout, she shouted on open IC and OOC channels about how she was being bullied and abused, because people wouldn?t just agree with her and give her her way. She also kept demanding to see black-letter policy prohibiting trans characters, and declared that unless someone produced one, she was right and they were wrong and she was going to play how she wanted. (There?s also no black-and-white policy forbidding players from RPing stormtroopers, half-demon/half-dinosaur crosses, or Donald Trump?s illegitimate son. For what it?s worth.) Ultimately, she refused to stop spamming every player in the game, and her access to those channels were shut down. Like most players, I don?t know the tale from there. Zephybel is right in one thing: there?s no rule saying she had to agree with Norman. But there?s no MUD out there where any player can say ?Eff you, I?m just going to break the rules and do whatever I want.? Damn near every MUD has rules governing what kind of play and characterizations are allowed. Damn near every MUD has administrators who interpret or explain those rules. Now maybe Zephybel really does believe being told she can?t do something in a MUD is ?restricting her self-expression,? and not getting her way is being ?bullied.? But hell, there are games out there where you can play trans lesbian stripper ninjas and mudsex everyone in groping range five minutes out of creation. NWA?s not one of them. And instead of saying ?Okay, this doesn?t sound like my kind of game, toodles? right off the bat, she bitched to the whole player base for half an hour and came over here to whine some more.
MudConnector.Com Review by on Nov 17, 2019
Many reviews constantly bash on Andrew, the lead designer. I can't judge them. I have played a lot of muds and I am aware staff can be like that. /Because they are human/. They are not perfect. So let's review everything we have seen spoken negatively about the game. Andrew Is Doing Illegal Sh** All issues about Andrew being a normal human cough*who made and makes mistakes*cough are irrelevant. Thus lets focus on the real juicy matter at hand. His donation system. So think about this: do you truly believe NWA has not been reported for all these -illegal- stuff Andrew seemingly does? Because the implication is he uses donations and as a thank you gift progressively reward you until a max point. And that pretty much everything he has done is illegal at the /Federal/ level, including his website which 'stole' copyright images. Ouch. But what's this? The man is still there with not a single issue about him breaking the law. That pretty much discards the so called 'immoral system' he uses. Because just the stolen copyright things that are still on the website, should have been taken down. Nope. Still there. This leads to the only one known /FACT/: Andrew has never broken a law concerning his mud. Donation System This is the system Andrew has to make money for himself. Gasp! What a crime! He asks for donations to make money to pay house mortgage or rent. Utilities. Food. Gas. Phone bill. Server bills. Staff. Etc. So he offers a choice to the gamers: Money vs Time. So if you are in a rush? Sure! Throw $1000 and there you go! Instant powerful character! Hey just like in WoW or Guild Wars 2 with there cash item that gives you +XX levels ahead of the competition. But you seem to forget that no matter how much money you spend that other guy can and will kick your ass even in a same skills fight. Yes the player with no perks has to play more carefully but these people have time under their belt. So don't whine about dropping $1000 and not being a special snowflake. Either way there are lot of Triple AAA titles that does this same exact thing. It Has Low Quality RP I would facepalm here by now. So I'll use another popular text game Cyberphere Sindome, a great game, go play. Anyway in this text rpg, just like New Worlds, their emotes rely heavily on socials and says most of the time with more wordy emotes and poses when required. And guess what? They are one of the top text games out there. Bonus points for offering a very sweet perk for just $200! Staff Play Powerful Characters Seriously? We are actually going to whine, complain or rant about that one? It is not a secret that in many text rpg's Staff are the most powerful PC's. Uh... kiddo they better be. Staff has the right to slap you you... Read More
MudConnector.Com Review by on Oct 1, 2019
Often, if you are part of a problem, you can't see the problem. Often some problems are exaggerated, but for the most part my advice is that people should just relax. NW isn't a game worth investing effort into it. Most of the time when investment takes place the game punishes you for not investing in it in the exact way the administration wishes which is whatever. So again, relax, have fun with what you have fun with, and play for your own enjoyment, don't bother doing things you know are going to get you pooped on. Which to clarify, in NW is a big..., big list.
MudConnector.Com Review by on Sep 26, 2019
NewWorlds has always been a promising MUD held back by gross staff overreach and painfully obvious favoritism toward bootlickers and donators. I have been playing NWA on and off (currently way off) since beta, way back in 2004. In the ensuing decade-and-a-half, I have grown and changed dramatically. Andrew and the staff, not so much. In fact, the prevailing attitudes that I noticed as a younger player have only become a more crystallized and exaggerated version of itself as time has passed. But let's start with the good: Much of the playerbase itself is quite enjoyable to roleplay with. This is a group that is devoted to the community they've helped establish. There's a reason that people stick with the game as long as they do, and it's because when the roleplay is good, it's very good. The creativity shown by these people never ceases to surprise and delight me. But the overall quality of RP has dropped dramatically over the years. Many players can't even be bothered to properly capitalize and punctuate their sentences, which seems like the bare minimum you can ask for in an "RP-Enforced" MUD. (I know that there are blind players who cannot do this easily, and obviously they get a pass). One of the strongest players in the game I think I have literally never seen stay in character for more than a couple minutes before he devolves into jokes and memes that so clearly break the rules. Of course, nothing ever comes of this, presumably because he has spent upwards of a thousand dollars for the privilege of saying "look at me, I am the captain now." And of course he's a thief, which is supposed to be the super secret guild reserved for the best roleplayers. I see a theme starting to develop... The support system for newer players is probably the strongest part of the game. Players and staff alike are helpful to the max, and tours tend to be very informative and help give a little social circle with which to begin roleplaying. But the current head of the Immigrant (new player) Guild - good lord, the brazenness with which she abuses her privileges is astounding. This woman has expanded the responsibilities of the office to basically allow her to impose herself into seemingly every important "player-led" decision in the game, all without even bothering to play on a separate account from her Staff account. And this is to say nothing about her frankly abusive behavior when she encounters any sort of resistance. She will cuss you out in the most public possible manner, and continue to mock you on global communication channels for days afterwards. Try and respond in kind, and she'll accuse you of getting off-topic, or something like that. Openly abusing your position as a staff member is bad enough, but if you're going to do that, shouldn't you at least try to model how a good player should act? Of course, Andrew himself to... Read More
MudConnector.Com Review by on Sep 4, 2019
I agree with much of what Zerbo said. The playerbase can be fun and engaging, creative and enjoyable. The rare few and betweens anyway. What I want to add to that part is that often player run events, with lots of writing and effort thrown into them, will rarely have more than 20 players attend. This would be great if not for the staff run "events" that have 40-50 attending and the roleplay is so lacking in quality and substance, doesn't involve half as much heart as the player run events and definitely not as enjoyable. Though again, the most common roleplay you will encounter is just one step above roleplay encouraged. You can't talk about the real world events, but you can tweak meme culture just enough for it to be acceptable. Blood for the blood god was a thing for a few months in character. The mentioned high level thief is indeed the worst of the bunch when it comes to memes and puns. Though you can lump him in with the immigrant AGM's category as well. He was a staff member and he abused the position as well. He is known to have cheated through breaking "help second" (which is basically, you can't have your characters interact with each other) while also bullying those he didn't like away from the game. This is something he had done quite often. As for guild leader matters, while there have been the quick stripping of titles just because why not. More often than not the guilds will be manned by characters who are inactive more often than not. They'll sit idle for months, hardly logging in, barely contributing and nothing will progress. This leads to stale roleplay and people quitting. The grind is 100% legitimate. It is brutal at higher levels, especially if you work on skills. One death can set you back literal real life months of progress. OOC cliques are also commonplace and if you are not one of them, then you do not go on the more adventurous aspects of the game, to the harder end game content. Another huge portion of the game that wasn't mentioned is that erotic/romantic roleplay is a core component of this game. If that is your thing, no judging. Just know that often there are drama rousing queens that like to stir up trouble. There are more than a fair share of players that looooove the attention of relationship drama. Often the public bar wench will repeat player provided gossip who is sleeping with who and how much of a slut this other person is, as well. The game is easy to grasp and play. It is a timer game though. For all the money making and experience grinding, you have to be logged in for the timer to go down. If you don't idle, you don't progress. If you are looking for a laid back game to get your fantasy vibe going, then this isn't a bad as... Read More
MudConnector.Com Review by on Sep 3, 2019
I've come and gone from this game time and time again. I could sit here and give a review about all of the terrible things that I've witnessed or experienced first hand but I don't believe I would have enough characters (even with 10,000) to write it all down. Simply enough I would never recommend this game to anyone. Not to roleplayers, not to casual Mudders, not to hardcore pvpers. Not to anyone who doesn't have either an addiction to playing with incredibly unstable social circles that will and have targeted not only their players oocly but the players families as well. With the recent reboot the game allows the players a hint of anonymity that they need. Though that has been short lived as well with the active cliques who speak in discord/Skype and actively target others for things as simple as gender, grammar, age, sexuality etc. Mechanically the game is stale, I would say it is pay to win but you really can't win in a game where you could easily lose hundred of dollars worth of materials ic because of staff interference, bugs, other players who aren't happy with you that evening. No staff won't replace your things. They have strict rules against things such as Rape. I would love to sing praises in their honor for this. If it was enforced. It is alive and well in game as it always has and often goes into blackmailing ooc. Staff has been notified repeatedly about this and often it takes the loudest (and most financially invested) players to get then to react. Want to join that cool guild? Have sex with my character. No? Log off or I will spam you with sexual emotes that you haven't consented to. Block me? Jokes on you now I can pk you. Teehee. This truly is just the tip of the iceburg. The mechanics are shallow, the world is small and lacks immersion, most things that are in the game don't work. Staff is abusive and sadly the players are easily ten times worse than any power hungry zealot administration. This game is for the sick, a cycle of abuse between players who feel they need to 'get then before they get me.' I gave it another try and was sincerely sad when I saw the same cliques breaking the same rules and bullying the same lower level players. If you're still wondering, I would never recommend this to anyone unless you are bored and needing a story on how ridiculous some people can be on the internet. If you're looking for entertainment in the mental instability of other human beings behind a screen, New worlds ateraan is the best game for you. Godspeed
MudConnector.Com Review by on Jan 25, 2018
This is a game I have had a love hate relationship with for many of years. When it’s good it’s amazing when it’s bad it always left a bad taste in my mouth. But recently the game underwent a reboot and it seems to of cleared the stale air that had been plaguing it for ages and seems to be driving more roleplay over grinding which honestly it needed and the staff team seems focused on committing more of a player focused narrative which I always felt this was a needed thing for a game of this size. With the playerbase taking the changes in stride it’s hard to not give a serious recommendation to at least check out the reboot I know I plan on giving it a long stay to keep seeing the improvements to which the head GM is delivering on in spades. I came into this thinking this would be horrible and I would be writing a fairly negative review but I’ve been convinced otherwise by the quality of content put in by the staff and the other roleplayers in the game. Keep it up Cook and crew! Former player of Kaine
MudConnector.Com Review by on Jan 18, 2018
Ateraan is a love/hate MUD/TORG. You love it. You hate it. Sometimes both at the exact same time. Years later, after four years here (roughly), I'm still here. My fair share of complaints have been heard by a lot of staff members. Many know me and how vocal I can be OOCly when there isn't something I like. Many times staff has helped me out and remained understanding when they really didn't have a reason. It's for these reasons that I'm still around, despite taking a few breaks here and there. As I said before:It's a love/hate relationship, but that's why I think that I enjoy it. No game is fun if you win all the time. Especially if you lose all the time. Many people will point out the negatives, but seldom do you hear the positives. There's many adages about this sort of behavior, too. In the end, love it or hate it, I still play. The combat is fluid and grand. The players can be fun and unique. The roleplay can be different if you make it that way, and there's usually an open-end that allows creativity to some pretty vast extents. There are some downs however, and some 'ehs' that could go either way. Some of the downs I would say are... things can get pretty stagnant. Sometimes an INPC has to be involved to get world roleplay moving. Usually the INPCs can halt that roleplay if it changes things a little too much. This, I fear, is a complaint of many. At the same time... I do understand why it is the way it is. People can simply be... cruel! They want their buddies to win and their group. The INPCs have to make the mud fair to everyone, so it isn't justice to say that this is completely wrong of staff to do. In essences... It's sort of needed. Another complaint is new areas. It's been a while. Much has been promised on that and... we're still (mostly) waiting. Some things have been added, but it's slow. Is this a big negative? Not really. There's a lot of places to explore and you can usually find something to do. They will come (probably) in time. It doesn't really affect gameplay anyways. It's more a gripe for some older players that have seen the vast expanses of the current in-game world that is 'visible'. Another fuss is higher-level powers. This is sort of an understandable thing to note and Andrew DOES fix them. Let me stress this: HE DOES FIX THEM. It may take a week, or a month, but they do get fixed. All my powers thus far, save for the recently acquired ones... have been fixed and made operational. This is also an understandable reason. There is only one coder (to my knowledge.) That being Andrew. Between dealing with complaints, making new areas, and people getting into the higher levels slowly, it takes time to go down the 'to do Let's... Read More
MudConnector.Com Review by on Nov 21, 2017
New Worlds Ateraan is the one MUD/TORG that I have come back to over and over again. Roleplay is enforced but understand it is not like a MUSH. People do not generally do paragraph long emotes. They do not do an emote for every breath they take, but they do roleplay. People create their character and stay in tune with who that character is throughout the game. I have read a lot of the reviews, especially those regarding staff, and I would like to say this: Staff has built and created this game. It is fair, in my opinion, that they also be allowed to play it. They deal, constantly, with the playerbase and try to find solutions as fair as they can between everyone involved in conflict situations. If someone is found to be cheating, staff will often take care of it and if that cheating has affected IC, there will be an IC solution. This is something that I think people need to keep in mind as they will not know everything that is going on. However, staff is fair, they treat all the players fairly and as for their characters, their characters treat all other characters appropriately with how the roleplay demands. Now that that is out of the way, I would like to say that Ateraan (New Worlds) is an enjoyable game where you can roleplay intensely or, if you want a break, you can go fish on your boat in the sea. There is a lot of different scenarios within the game that allow for almost everyone to find a roleplay they enjoy, everything from religious, to militaristic, to feuds. From the ease-in-to-it roleplay of the North Kingdom to the unforgiving roleplay of the south. I highly recommend everyone to check out New Worlds Ateraan. There is a wonderful system to help you get started and if you want to just simply have a great time roleplaying while playing the mechanics of an actual MUD, this is a great place for you.
MudConnector.Com Review by on Nov 21, 2017
New Worlds Ateraan is one of my first addictions and, to be fair, it's not a bad game. In some respects. First of all, while the world isn't terribly big, it's well done and intricate, with a good number of not-so-easy to find or figure out places and quests (though occasionally one has to spend some time syntax guessing). Very enjoyable. There's quite a lot of exploration to do. Next, the lore has some potential. It's cliche in many ways - we have elves, dwarves and cat people, just like in almost-every-other-mud-you've-ever-played. We have a religion of light, darkness and a neutral one. We have two major city states, one civilized and the other more barbaric. Not brimming with originality, for sure. But once you get into it, it's not bad - it provides a solid base for some interesting roleplay. Now, the sad thing is that this base isn't used as it could be. While there are players who admirably attempt to squeeze out a lot out of the faith tenets or whatever little lore we have for various places, races and so on - the staff seems to have no interest in running plots, explaining unexplained things, moving it all somewhere. The world is mostly static, with maybe a major event taking place twice a year or so. Well, to be completely fair, events happen a little more often than that. But they are usually invasions, which basically mean spawning mobs inside a town for mindless entertainment. Oh, and those can be very random mobs that have you wonder - 'Why the hell would this and that person come all the way here and attack our city?' Don't hold your breath, no one's going to explain anything. Who needs plot and consistency, anyway? This wouldn't be that terrible if there wasn't another issue. PvP is a part of this game, of course, and so players often try to stir some conflict themselves. Not surprising - conflict is the essence of interesting RP. But! Guess what happens when the quarrel gets a little bigger than some random players throwing insults around and going after each others' heads? Most likely, you're about to see an important staff-controlled NPC pop up, tell his guild/religion/city to stop and... That's that. No more conflict. There are more ways in which the staff stifles player RP. Staffers are allowed to have PCs, even though - let's face it - just about every player knows who they are. Those 'staff PCs' can also do whatever they please. They freely PK players, take important positions that are meant to be player positions and whatnot. Of course, they are of higher level than almost any player. And so, if you happen to kill a PC who happens to be on good terms with a 'staff PC', you are quite likely to be slain by that staff PC with its unfairly higher level. Hell, I know of an incident where an imm's char took revenge someone... Read More
MudConnector.Com Review by on Nov 16, 2017
I will keep this short and to the point. I'm guessing that this reviewer either never got involved in the numerous plot lines and events in the game or is one of those players that must be hand held through everything. Seriously, they say they have played the game for a year, but that is impossible when they say there are only 2 events a year. NWA has had over 2 events per week for the last year and 6 months ago there was an event nearly every day for a month. Furthermore, invasions on this game are very story plot driven. They are not random and the invaders are AI driven. I've played over 50 MUDs in the last 10 years and have never seen anything close to the dynamic driven invasions that happen on this game. Could there be more? Of course. There always can be more, but I challenge this reviewer to pop in and send staff a mail message on what game they have now found with more depth and breadth and roleplay that NWA has.
MudConnector.Com Review by on Apr 14, 2013
A significant portion of this review was very correct, despite what the unnamed staff member replied. I fulfilled many roles and was incredibly involved when I played on New Worlds, including becoming one of the northern city's guildmasters. You don't need to get hyper involved on New Worlds to realize that the depth and breadth of the roleplay is incredibly lacking and the hamfisted way the staff interacts with its players carries a large share of the blame. There is no real reward for creating and resolving your own plotlines without them getting involved. The invasions themselves were just the imms shouting on one of the storyline characters that they were mad and sending tons of mobs into the northern city and killing people repeatedly. At one point, there was a diplomatic meeting between the two cities when they were on the verge of war and the staff's idea of getting involved was to just drop a meteor on it and kill everyone there. Another time, there was a prism that ended up just killing everyone currently online. There's a recurring theme here. There is nothing really dynamic about the invasions whatsoever, and I've seen other MUDs do large scale events far better than New Worlds has ever done. I highly recommend that the reviewer does not out themself to the staff if they intend to continue playing the game. I personally have been retaliated against on multiple occasions for disagreeing with them, a large part of why I no longer play there.
MudConnector.Com Review by on Apr 18, 2013
I could not agree more with this review. Everything that has been said, aside from the reply from the staff, is pure fact. Refer to my review that was written back in 2009. I see that -nothing- has changed since my own experience. There are also other reviews on different sites that are quite similar to these, reviews that the mud's administration could not delete from their own forums. If this many people are complaining about the same exact things, chances are that the people complaining are not wrong.
MudConnector.Com Review by on Nov 13, 2013
Just wanted to back up what Marcavus and the reviewer said. I happened to have played around the same time Marcavus did and witnessed his leading of the Mage Guild. NWA is a very shallow mud that seems to think itself endlessly fascinating because Andrew, the owner and only person coding (who by the way is a totally inappropriate OOC sleeze to some of the female characters) likes to artificially crank up the difficulty on some things. Just for a vaguely recent example, non-staff characters are progressing too quickly for his liking? AKA outleveling staff characters, which are boosted to their levels by the admin accounts, not actually played. Time to gut the way everyone makes money with crab traps by making them difficult to store. Don't waste your time with this mud. Seriously, some of the highest level characters have reported that their newly accessed powers don't even work -- because they haven't been coded yet. How? This mud has been around for AGES and seen little content other than a pay-to-win method added. The only reason to stick around is the players -- they're a dedicated bunch, trying against all odds to impart some meaning and sense into a bland world ruled by an aloof and erratic dictator. The work they do is astonishing, and for an ex-player, bewildering. NWA does not deserve its players.
MudConnector.Com Review by on Nov 11, 2013
Yeah, don't listen to the staffer, who's lying through his teeth. The reviewer and a lot of other reviewers are right, this game survives despite the “Cook” Andrew, not because of him. Take some of what this game claims to be about. It claims to be PK-light, but that’s not true. Since staff doesn’t bother with outside plots, they set their superpowerful GNPCs and the national NPC dictators to pit religions, nations and factions against one another. It’s a lot less work to get the playerbase into PvP than to use NPC bad guys. It claims to have over 100+ players logged in at any one time, but that’s not true. There’s mechanical advantage to leaving characters permanently logged in, so a lot fewer people are actively playing than it looks. It’s also easy to have multiple characters, and while players are restricted to having only two, that’s only enforced when staff wants to bust your chops, I know two people with FIVE characters and I bet there’s more. I doubt there are more than a couple dozen active players at any given time. Something staff crows about these days is having politics, but that’s not true either. The northern city set up a “Council” of guildmasters, and staff took it right over, appointing a head that’s never there, dictating who sits on it, and ignoring its decisions and judgments. The guildmasters have stopped bothering. The court system? Staff took that over too and decisions are crazy, a recent major trial forced the victim (who was basically a city cop ON DUTY) to pay off his murderer, bad enough so that two cops resigned on the spot and the city’s on its third “head marshal” in four months. There are a lot of bugs and unimplemented powers and things, and staff’s answer is “we’re working on new areas.” But that was their excuse last year and the year before that and the year before that, and there haven’t been any new areas. Now Andrww sucks at coding (merchant- made items can’t have apostrophes or hyphens or it’s claimed that it’ll break the system) but a lot of players who are good coders have volunteered to help, in vain. He doesn’t want to fix things but doesn’t want anyone else to either. A lot of good players have left for other games and I just did myself.
MudConnector.Com Review by on Nov 12, 2017
I tried NewWorlds a while ago, for a day or two. It wasn't a good fit for me. I found the roleplay to be minimal and of newbie-quality. Perhaps that has changed by now, but the level grinding put a sour taste in my mouth. I just enjoy RPIs better. It may very well be the perfect MUD for others. I admire the staff's dedication and enthusiasm for the game. I frequently see roleplay events announcements on the forums, bursting with zest. The owners of New Worlds really believe in this game, and that is to be admired.
MudConnector.Com Review by on Nov 7, 2016
People need to understand the biggest problem with this game: Andrew the 'Cook.' He is the most arbitrary administrator I have ever seen in any game. He is moody and bi-polar, and you'll never know when he's going to lash out. The game claims to be free to play. This is simply false. There is a donation system in place which makes advancement past a certain point very difficult if you're unwilling to shell out literally thousands of dollars for perks. If you do decide to be a high donator, then you'll get away with anything. If you don't, you'll be a target of his and he will bully you out of the game. He allows his (Very few) friends to cheat cheat cheat, and then will take decent players who actually contribute to the game, and target them as cheaters, then ruin his own horribly coded powers for entire guilds. Unless you're really hoping to develop Stockholm Syndrome, steer well clear of this game.
MudConnector.Com Review by on Nov 7, 2016
I must say that I've played many MUD's, MUSH's, MOO's and TORG's and just about everything the net has to offer but none have captivated me more than New Worlds Ateraan. If text only roleplaying games are your thing then I encourage you to come and give New Worlds Ateraan a try. The qualities that stood out for me were how newbie and blind friendly it was. They have an excellent tutorial and guide system that rallies around the new player to make them feel really welcomed from the get go. (This was a huge plus for me because how many times have you started a new game and you just wander around aimlessly trying to understand how to start out or what to do next.) It's players helping players and I liked that. There are many different races, guilds, clans and religions to choose from so there is something for every player to become a part of. The game is designed for creativity and you, the player, have so many choices to individualize your character. In addition to that, you can own and design your own homes complete with functional beds, swimming pools and so much more! They also have ships in many different styles and you can sail the seas exploring islands or harpoon whales or go fishing. You can join sea caravans or go out to fight pirates. They have coloseums and arenas to show off your fighting prowess or if fightings not your thing then head over to the amphitheater and put on a play or watch one of the many other player driven performances. The crafting is excellent from designing clothes, perfumes, lotions, foods, weapons, armours and so much more. You can even own and describe your own pet. Granted I've only scratched the surface of this game but theres something for everyone here. If you just want to hunt to gain experience and coins or roleplay within a guild, clan or religion, I can guarantee that anyone who enjoys fantasy TORG's will find something for themselves here.
MudConnector.Com Review by on Jul 24, 2016
Avoid this poor excuse for a mud. Staff is fickle and attempts to 'balance' out sides by metagaming and breaking their own rules, or empowering other players to do the same. If you are in a position and have worked to 'get on top', expect to be targeted by staff's own characters, like Serenth, Jysove, Warg, Etc. They are incapable of upholding their own rules, as well as adhering to them.
MudConnector.Com Review by on Jul 24, 2016
There are many reviews listed on this site - many are helpful, some are just rants. In hopes of this falling into 'helpful', but also being honest, I am going to segment my review to address basics, roleplay, issues, and the like. Hopefully, you will find this helpful. Some information about my experience to start with. I am not a gamer - I don't borg or level grind. I came to this for the roleplay aspect of it, and it was my first game of its kind. Previously, I was a member of a very intensive roleplaying community in forums. I have played the game off and on for several years. Moving on. Basics: The game is very new-player user friendly, compared to others I have tried. It has a lot of help files, a nice tutorial, and even an in game system in the north for new arrivals. This is likely one of the greatest aspects of the game. The mechanics are easy to understand and use, and the race selection and history is pretty easy to grasp and friendly to dive into. The world is not as large as one might expect of a MUD this old, but it has plenty to occupy you with for awhile, though some aspects are clearly incomplete (something the staff often hint at being expanded, though thus far I have not seen such). It is very blind-player friendly as well, which I thought was quite a bonus (Though I am not a blind player). Roleplay: For a roleplay-enforced MUD, the roleplay is very lax, unfortunately. Especially in the north. I have played predominantly in the south (Darmahk) and can state that it is a little better, but not by much. Over time, from when I first started until now, I have witnessed a dramatic decline in roleplay, from its prevalence to its integrity. While a few gems remain in this game, by and large, if you are looking for a serious roleplay experience, look elsewhere. Most now playing are obsessed with level grinding, since this is the only respected consistently way of gaining respect, and those who do roleplay, primarily only focus on smut roleplay. You generally never see them around unless they are trying to pick up your character. THAT SAID. You also get what you put in. If you make a conscious effort to roleplay with people, and I mean more than just standard smily emotes and basic pleasantries, you may stumble upon those rare gems. Or you may not - its all about luck and how determined you are. I will state that I have never had trouble finding people who enjoy my roleplay enough to stick around my characters, but I have a particularly engaging style. But, you will still have to deal with the copious players who have no roileplay integrity, who do not competently play a character, and who do often act irrationally. Play at your own risk, in this regard. Story: This unfortunately,... Read More
MudConnector.Com Review by on Jan 2, 2016
I have a love/hate relationship with this game. Some of the biggest problems, to echo many of the reviews, come from staff. The other problems with this game are it's OOCness. It's supposed to be a strict IC only, RP only MUD. However, players are OOC =as hell= and never get punished for it. They use OOC information instantly, they form cliques on Skype and share information that their characters would ICly have no way of knowing. I've even seen evidence that someone was - in real time - using information from one Guild's chat as IC information for his other character. Alts abuse the powers of their other characters. Thieves are the worst. If I could give Andrew one piece of advice, it'd be to nuke the Thief Guild from existence. Far from the best RPers on the game, as advertised, they are completely horrid at RP and are the most OOC people I've ever met in any RP mud, ever. And that says a lot. They use OOC info constantly, they use their info gained on their thieves cross-alt, and they settle grudges their non-Thief might have with their Thieves. It's atrocious gameplay, and I've never met a Thief that didn't abuse their position OOCly.
MudConnector.Com Review by on Dec 4, 2015
So, I've only been playing New Worlds for a month and I felt like I should weigh-in with my experiences thus far. I started out making my first character in the North, which is more newbie friendly and after a couple of weeks, I became a bit bored and made an alt in the South which is advertised as being harsher and not newbie friendly. I'm going to start out with my biggest beef with this MUD so far. I've seen New Worlds advertise itself both as RPE and RPI, BUT... okay. I hate to be a RP snob (but I am a RP snob) and for the most part, the 'RP' I've seen on New Worlds has consisted mostly of: Bob nods. Bob laughs. Bob smiles. Bob asks, 'How are you today?' I probably wouldn't have even stuck with the game this long if I hadn't latched onto another player on my northern character - a player who is, hands down, one of the best writers I've ever come across in my 15 years of RPing. I pretty much exclusively RP with him now as... once again, I hate to be a RP snob, but I haven't really met anyone else on the game who I feel is worth my time. I'm not big on idle chit-chat tavern RP. I don't want to sit there for an hour and endure a one-dimensional scene of just says and nods and smiles and laughs. That said, after making my southern character, I have run into three more people who seem to put actual effort into emoting and RPing rather than just relying on built-in emotes and says. But they seem to be the exception rather than the rule. So far as I've observed, people tend to break character often, making references to OOC movies and books, poking fun at flukes in the code (ex. 'I just crippled a snake's arm. I DIDN'T EVEN KNOW SNAKES HAD ARMS.'), and just otherwise being silly in an OOC way in their emotes (ex. Bob boggles at the concept of the fourth wall. That's not to say I haven't liked my experience there so far. There are things to enjoy! For example, I love that, in the North, new players can receive an IC tour of the city which is given by another player. I hate automated tours in games, so that was a fun and new experience. You have to RP through the process of joining a guild rather than just automatically starting out the game in a guild, and in my experience, that made for a bit of fun RP (if a bit one-sided at times). Sailing about is fun and there are various islands out in the ocean that you can explore. And the playerbase is large, though the game's mechanics encourage idling (several things being set on timers which only progress by being logged in to the game), so even though there's usually about 130 people shown as online,... Read More
MudConnector.Com Review by on Sep 4, 2015
Well, lol. I would like to begin this with the disclaimer that I'm speaking from a place of bitter disappointment, but I thought I should comment here to just provide an update on my experiences playing in the southern setting on this game to anyone who might be considering creating a character on New Worlds and who might have read my review up above. When I first wrote my review, I had only been playing in the South for a week or two at most on my secondary character and so, I couldn't really speak on it. But now I can! Especially seeing as I just abandoned said character as the RP she got sucked into became so completely ridiculous that it was no longer even worth pursuing. In this game, one can be a merchant or, as they're known in the South, a trader. These are actual characters who craft and sell goods to other players and it all seemed like a rather interesting idea to me, so I decided to have my girl pursue entry into the trader's guild. The South seemed in dire need of more traders, after all, as there are only FOUR active traders at the time of this writing. I would just like to reference my above review in saying that there are usually 130 characters logged in at one time on this game. So having only four of those being within this one guild was rather shocking to me. But I soon realized why this is the case. Despite the fact that my character was doing immensely well on these guild joining tasks, noted by the fact that three of the four active traders all noted that she was very talented and promising, the fourth trader in the group - who shall from here on out be referred to as Crazy Chick - seemed intent on trying to ensure my character didn't receive an invitation to join the guild. This was all rather confusing to me as our characters hadn't interacted much at all up to this point. Our characters didn't know each other at all (in this game, one has to use an 'intro' command so that other characters can remember the name of yours). There was no basis in RP for any of this. And yet this character in particular was going around saying that mine was a liar and a worthless piece of 'crap,' except insert the ruder word for crap there. Well, okay then. I tried to not let it bother me and attempted to keep going. But things came to a rather messy head when my character was made to do the fourth task of the trader's guild joining process which was to design a hypothetical event and present a detailed plan of said event to the guild. I worked on this task for almost a real week. I spent a LOT of time on it. I detailed it down to the very souvenirs my intended... Read More
MudConnector.Com Review by on Aug 13, 2015
@Vee, hey there :) I know the incident you're referring too, and it's unfortunate. I too play a character in the South (exclusively, now) and I've got to say (I've played real RPI's for years), the South beats the north hands down if you're looking for good and rewarding RP. So please do stick with the Traders, even if it's in another form. It's hard to find RP in the South because people don't hang around the Den 24/7 and treat it as a chat room as the North sadly does with their Tavern, but you will find some extremely talented writers in Sudenland. I consider myself a veteran RPer, and I agree with your above sentiments that most of NWA RP is a joke, but there are some true masters of roleplay in the South, and in influential or interesting positions too, if you can get ahold of them. So please, for the RP's sake, try again.
MudConnector.Com Review by on Aug 21, 2015
I've been playing at New Worlds Ateraan for about 3 months and it has been quite fun, except for the last invasion that I died to this orc warrior. It's a dangerous game but that's what makes it exciting and to be honest it is only as dangerous as you make it to be. Things I like: The social game, interaction with other players and there are a lot of them! I love the fact that there are two places to start that are very different. I love the ocean and ships. I like that there are guilds like merchants (I'm a merchant) that allow you to do a lot of things besides just adventure. I love the staff who helped me a lot when I started. The creation and tutorial system on this game is better than any I've played and I've played a lot! I like the big events here, like invasions (even though I died on the last one. Did I mention that?). Things I don't like: I'd like to see more religions. There are three: good bad and neutral (I think). I wish merchants could use more weapons, though I understand why they don't. I love this game and you will too if you play for a bit. If you are new, the coolest thing is to do the tour. My tour guide was really good and it is done by other players. Maybe I will even tour you!
MudConnector.Com Review by on May 15, 2015
First of all, I don't want to make this review the only factor in your decision on whether you play this MUD or not. I have been playing New Worlds off and on. I made two characters other than this one. But I stopped playing because I lost sense of my character's concepts. But I'm back now, and I'm in love with this game, and there isn't anything else like it, so I'm here. It has good things and bad things about it, like any other computer program. So I'll start off with the good. First, there is plenty of roleplay available. Most of mine has been in the tavern or game area below it, but I also had a good session of RP in the training grounds. I'm stating this to show that immigrants, the game's term for newbies, can find lots of roleplay. It may not always be big either, just helping an immigrant get some new clothes and stuff, but it's great and the community is welcoming. Secondly, you don't hav to hack and slash to level up. Gardening, along with just meeting new people and using the intro command with the people you meet, are good ways to get XP too. Another thing I like is that when a player dies, it's announced to the whole MUD, and I did get some help recovering my stuff after I died. Yet another way to get RP, even if it is just a simple discussion that doesn't last long. Also, the game is really friendly toward blind players, so if you are one, like me, just read the help file on registering and follow the directions in it. As I said, there are flaws. The leveling system is time-consuming. But if you have a good mixture of determination and having the good sense to stop before you get too fed up, it's quite enjoyable. When you're tired of hunting or gardening, you can head to the tavern and maybe make a few friends there, and get back to earning XP when you're ready, no rush. Another flaw is that everything you're wearing and wielding gets removed when you log off, which leads to some embarrassing situations if you're one of those newbies who is used to only having your clothes taken off if you die or something, but it does lead to some decent roleplay. You might even meet a merchant who can get you a nice outfit. Another flaw I find in the game is there isn't enough of a story that makes the game stand out in the crowd of other medieval games. It's kind of good, since I don't have to learn lore while I'm trying to get settled in and whatnot, but I still wish there was more to work with when it comes to the storyline. But over all, if you're into a roleplay-enforced MUD with a huge playerbase, check New Worlds out!
MudConnector.Com Review by on Jan 15, 2015
Before I start the regular part of the review, I feel the need to kind of warn people about why I quit playing. The largest problems come from the staff. The game's administrator Andrew has an extremely bad case of narcissism, and an attitude that is juvenile and petty and chauvinistic. His friends and fellow staff members basically run the whole show on their Player toons from behind the scenes, even manipulating events on staff-controlled NPCs to better their Player toons, and in doing so ruin what would be fun roleplay for everyone else. Worse, the administrator plays a godhacked overpowered character named Serenth that is basically a creeper/stalker who sexually harasses the women in a way that doesn't feel like roleplay and bullies the men who don't kiss his ass constantly and he never suffers the normal consequences everyone else does for his actions. Trust me, I know from personal experience how uncomfortable he can make a female player feel. The administrator is more interested in playing for some kind of wish fulfillment and not for the betterment of the game. He is also very heavy with cronyism, as those in his inner circle are the ones put into the supposedly elite roleplay Guild which he personally oversees, a Thief Guild that has some of the absolute worst Roleplayers I've ever seen but persist anyway because of donations or friendship status. If Andrew had any sense he would get rid of all the staff Player toons, but as stated earlier they play for wish fulfillment and nothing else. Players are encouraged to donate ridiculous sums of money, up to a thousand dollars, in order to get certain benefits or goalposts not available through normal means. I'm not sure what codebase New Worlds Ateraan uses, but I don't think that is good practice under any license. Okay, with all that sad stuff said.../takes a breath/ On to the normal review. It is a Roleplay enforced game with a a lot of standard fare sword & sorcery motifs. Players range from humans, elves, dwarves, etc. There is a good city and a wicked city to choose from. There is a god of light and a god of dark and a god of balance, covering the standard D&D alignments in the form of faiths you can devote to. Leveling progresses at a snail's pace, and this can be a good thing or a bad thing dependent on your outlook. The map is relatively small for an older MUD. Roleplay is always on, and there are some really talented roleplayers, but status is still given to the grinders and the high leveled people over the great roleplayers.
MudConnector.Com Review by on Dec 11, 2014
New Worlds Ateraan is a mixed bag. There really are some parts that are exceptional, but there are other areas where the mud falls a bit short. As such it really is a love or hate kind of mud. I know that sounds cliche. A quick side note is that NW is especially friendly to Blind players, more so than any other mud I've ever played. You'll love the mud for it's expansive player base, even off peak hours are well populated. Don't be fooled by the game listing of players online (Which usually reads 120-170 in my experience) though, because there are several systems in NW that encourage idling. This is one of the systems that you'll either love or hate. If you're a lap top user especially, you'll be frustrated by the fact that certain things can only be done after X number of hours online. These factors aren't minor either, how much you can hunt for experience and the majority of moneymaking devices are directly linked to how much time you spend online. Players with a broadband connection and a desktop probably won't be bothered at all though. I may have made this sound worse than it is, but the system has some definite upsides. Idle players can still be up to date on RP and events by just scrolling up, and it's convenient to be able to jump into a conversation fully up to date with the situation when you've only got five minutes to spare. So even if you expect many of the players to be idle and/or second characters, there are still a LOT of people to RP with. NW does force people to stay in character, and you can customize your character a LOT. Fully customizable descriptions, clothes and history are all great aspects of NW. If all this overwhelms you, you can hire a merchant or trader to do your descriptions for you (many will do it no charge for first time players). The Admin has given general outlines of each playable race, background, and guild, but your character is more or less a blank slate. This is for the most part great, but it has contributed to the RP being a little out of control at times. The descriptions for races and guilds you'll find both on the site and in the game's library tend to be different from what you'll actually experience. Yet another thing you can love or hate. Some players enjoy that the guilds are fluid and changing, others hate that Mages are debating over where magic comes from and that the 'unscrupulous' traders guild is actually very strict on ethical business practices. Another love/hate aspect is NW's simplicity. Personally I love it. There are some intricate bits in the code, but mostly you can learn all you need to know to play the mud in a matter of hours, and thanks to the very newbie friendly environment, you won't have to do so by page... Read More
MudConnector.Com Review by on Apr 30, 2014
You are right that New Worlds is friendly to blind players as I happen to be one. I have generally found other MUDs quite frustrating. What I hope is that I can roleplay without resorting to the usual hack-and-slash stuff. Great review.
MudConnector.Com Review by on Apr 20, 2014
I have decided to finally write a review of New Worlds: Ateraaan. I have played since 2010, and have been fairly active for most of that time. I have played characters in the North (Gahlen) and south (Darmahk.) Both locations have some excellent roleplay going on. To those who say that the staff strictly controls things, I would respond that they only do so to the extent of keeping people playing within the rules. I think that, in a few of these instances and not to single any one person out, people get angry when they don't get their way on something. The fact of the matter is that not everybody decides to roleplay like you do, and doesn't have to accept your roleplay as the 'proper' way to get into that guild. I enjoy the religious roleplay, and the conflicts between North and South. Invasions are typically very exciting as well. There are tons of areas to explore, lots of lore to be found if you'll just look. What I love the most is the interaction with my guildmates / faithmates. I am stil hooked after four years, and love the game more and more each day. If you go into NewWorlds with an open mind, and understanding that you won't get your way all the time, then I have yet to find such an exciting way to spend my time.
MudConnector.Com Review by on Feb 17, 2014
Now I have not played New Worlds Ateraan long, and yes, I have not played many MUDS. In fact this is my first MUD and what I think to be the one I am going to stick with. I have read every 'review' of NWA here, and while very very few I 'agree' with, most are what I think to be people who are just mad about something happening in game, and they just are trying to vent their hate as they did something wrong, or lost something. So I hope to write this and hopefully shed a true light on the matter. So here we go! Starting: The tutorial, is absolute wonderful, you pick a name and race, and then are placed into the small room. They hand hold you slightly here, so you can get used to how a MUD works. Typing 'say' to talk, or 'attack (thing)' to attack. Even teaching how to ask NPCs for quests and such, and the NPCs in the Tutorial have a small storyline. In one of the first rooms, it teaches you how to chat in one of the many channels in game, such as 'OOC' or the Question' channel. So I typed in the 'Tutorial' channel, and something I did not expect at almost midnight, someone messaged me back and welcomed me. Sadly my name was a little bit common, and they asked if I could change it slightly. They even gave me a very nice alternative that I like and so I remade the char, and went on. Just a minor problem, that I understand. We all must be creative with our names. If you are playing a lykan, do not name yourself bob. All in all, the Tutorial is a wonderful and nice experience to anyone who has not played a MUD before. If you have already played MUDs or NWA, you can skip the Tutorial, so don't worry. Char Creation: After you finish the tutorial or skip it, you then pick your starting location. Either Gahlen, the good city, the best place to start for new players. Or the southern city of Darmahk, which is home to slaves, and a lot worse. You pick your Background, sadly there are only six, but they all have a special starting power or bonus. The backgrounds are from a roaming gypsy to a merchant. Also you make your description, which is of course what people see when they 'look' at you. You can even change it in game later by visiting a merchant for a makeover. You of course can be very imaginative with your own description. There are of course then general races, such as humans, dwarves, elves, and such. Though they also have some others, like centaurs, nymphs, and some Anubis like creatures. All in all, the char creation was nice, nothing overpowering and nothing to small. For me, just perfect. Starting off: In Gahlen, you start out as an Immigrant, and you can request tour... Read More
MudConnector.Com Review by on Feb 17, 2014
The names thing is funny. We had a character named Charizardus for the longest time. Not a word was said. But yeah, totally, names have to live up to a certain standard, amirite? This is the most rose-tinted review of the game written by an allegedly non-staff or friend-of-staff I've read yet. The 'free will' comment in particular is hilarious. I'm hoping you really are just new and haven't seen all the bullshit the rest of us have yet, and you're not just a shill or Andrew under a pseudonym. I wouldn't put it past him. Anyone reading: Please, dear god, take all of this review with a grain of salt. Players have come to this site and taken moments out of their lives to warn you about this game for a reason. This review is extremely limited in scope. Just because NWA has a decent tutorial and the ability to engage with newbies (which I will admit it does fairly well), it does not make the game good. Those bug reports you can submit? Yeah, I submitted some back when I first started playing, along with typo corrections. Guess what, they still haven't been fixed. There has been almost no content added to this game for years.
MudConnector.Com Review by on Feb 15, 2014
Its a simple game of leveling on a fictional planet. Roleplaying is enforced and you have to schmooze your way into a guild with it. You get 7-8 skills to play with based on guild, race and background. There are 1-3 skills per level up to level 30. No max level, just ever increasing costs. Biases and profanity are permitted. Little to no noticeable expansion in the past five years. The roleplay was decent, but has deteriorated over the years. Much of the games fictional history and lore are left intentionally vague. Staff is reluctant to step in and solve RP disputes between players. Staff tends to bully characters or players who aim for change, and hide their culpability behind a rule about not asking on the behalf of others.
MudConnector.Com Review by on Nov 21, 2013
I've been playing this game for years. Probably far too many than are good for me, really. I've seen it grow, and I've seen an entirely new staff come on. For the modern gamer, this game would be great. It's full of kids, lolling out of character at everything they do in character, for the world to see. The staff doesn't have time to take care of its game, and only two of the five active staff, administrators included, do any coding. This would be fine. But the world is not big, the game is not complete, as other reviews would seem to suggest. Two major guilds in a storyline that is completely nonexistent have yet to be implemented. They are, at best, in conception phase. Some guilds are completely lacking in any form of roleplay, even under staff leadership, it is highly doubtful they will be getting any form of guild roleplay rejuvenation anytime soon. While some guilds are nothing more than borg centers for those who would want to be a rogue with a guild channel, other guilds are so out of control their leadership has no control over the goings-on in their guild. Considering these tend to be religious guilds, it makes their religious system look like a total and complete farce. Through all the bad, there is SOME good to be found in newworlds. Some quests can be unique and entertaining, but only repeatable if you want to kill off your character, which has, at higher levels, extreme consequences. The game accepts donations, in return for tokens, which can be used to either buy levels, or special items that vary from vanity objects to personalized weapons and armor. These are offered at a ridiculous price, as nothing worth even considering buying is under seventy dollars, and so the playerbase tends to donate just to earn their levels, a good way to rob the significance of those of us who took the time to do it the old fashioned way. In all, nowadays, I would give Newworlds Ateraan one and a half stars, simply for the lack of guild support from staff and ooc bias staff shows in game. To elaborate on that previous statement, if character A gets a little out of line out of character with staff, don't ever plan on trying to move up into a leadership role in your guild, as leaders are hand picked by staff and administrators, and no amount of positive roleplay will ever undo the negative ooc light that is now cast upon you by the administration.
MudConnector.Com Review by on May 20, 2013
This is so true it is amazing I did not write this but it feels like it came out of my head. The last paragraph is very very true, be so great if admin would forget the past and let people prove they can rp.
MudConnector.Com Review by on Jan 22, 2013
I agree with most of what Jeraal says. On the downside donors also get untweaked. If you do not donate there is a point where you discover your hunting abilities get worse. A friend of mine recently became a donor (over $100) after 5 years of playing, Overnight hunting became much easier. Or rather became more as it was in the first couple of years before the donation push. On the upside, my own character and another player's character I know have not only been on the down side of staff in the past but also with the admin/owner of the MUD. Yet after years of playing and showing support for the game. We each have had opportunities to take on significant roles. So it is not a 'never' deal but it is very difficult to get back in the good graces of staff. The game is good for those who like a lot of drama. It is easy to find particularly in the north. More serious rp'ers would find the south/Darmahk more appealing at this stage of the game. I personally came to this game and stayed, because it is more relaxed than the more serious RPI MUDs I have played. When I need a break from intensive rp in my most favored MUD. I find New Worlds, for the most part, a relaxing place to play. Should you play, keep in mind though, if you do not want to play the 'drama' game. You might need to either be friends with the characters' players outside the game or simply keep a low profile.
MudConnector.Com Review by on May 19, 2013
As a long lasting player in NWA (for over two years) i feel obliged to write a honest and complete review of this game, as it is pretty unique and most interesting, but with a dark side. Let's start with the good, the world is pretty large (not as much with size, as with hidden areas and secrets to discover) that is actually fun to explore. You do get a thrill and excitement when you traverse into unknown and look for any detail that may warn you about upcoming danger. Descriptions are well written, some of the word-triggers for quests/exploration are clunky at time (for example when you have to figure out the wording to climb up the tree and grab a pineapple, there is only one good answer and You must submit it exactly it was coded). Player base is indeed overly inflated, but then it's not that bad as long as you are playing withing US time zone (the EU timezone is very empty and over the years it only got worse), so if you only can play during daytime/early evening CET, i strongly recommend looking for another mud. Guilds and religions are pretty well thought (from RP point of view), and they are interesting to discover as long as you keep it in character. But this is where dark side of this mud kicks in. It is not coded well, and because of that most of the separation between OOC (out of character) and IC (in character) requires for players to be mature and not use the illegal information. While some people try their best to keep it IC at all times, it becomes hard when you are constantly bombarded with OOC information that can help you in your game a lot (like the fact that even though it is supposedly using intro system, you see a name of anyone doing any action, even if he didn't introduce to you). Other problem is staff that not only is actively playing the game and keeps on denying it (even after they slip up and make it obvious to everyone) which is something they should be open about and let people make an informed decision whether they want to play in such environment. Personally, in my long history of muds, I've never found one where staff, which was playing the game, would not abuse their powers for selfish gain every now and then. Staff also strictly controls two 'secret' guilds inside the game, that are by default given a leeway off the rules (meaning that they can break some of them), which results in creation of privileged players who are favored by staff (as I said, those 2 guilds are strictly controlled by administration, and people who join them are picked for OOC, not IC reasons as it states in help-files). Another big issue with it is the stagnation of the world. Staff keeps strict control over any major RP (that would impact the world in way)... Read More
MudConnector.Com Review by on Jan 23, 2013
The fact that the two 'hidden' guilds have their own special rules is absolutely true, and unfortunately detracts from the game considerably. I had suspected that a certain player was a thief after I'd been stolen from. I set up a sting and was actively paying attention to who was entering the room with me. I caught one of the players, the one I suspected, in the act of stealing from me. I chased after them and attempted to kill them and was eventually called into the OOC area by a staff member. I was told that I wasn't allowed to pursue said player because calling someone a thief and trying to kill them without 100% absolute proof (I don't know what more proof I needed) wasn't allowed. You aren't allowed, by the game's rules, to even acknowledge that there might be an organization of thieves. A lot of the rules on this game are very poorly worded or enforced, and usually whether or not they are enforced are highly up to the staff's discretion. As far as bugs go, the game is extremely buggy like the reviewer states. I can think of several duplication bugs that are in game that I reported years ago that are still present despite being reported. When a skill is deemed 'overpowered' or 'bugged' it can be disabled for months at a time with absolutely no resolution.
MudConnector.Com Review by on Jan 21, 2013
My time in New Worlds: Ateraan was very brief, I think it may have lasted an hour at the most. I started the Tutorial and went through it, it was very basic but helpful. I then proceeded into the creating of an actual character. I had already chosen my name and gender before starting the tutorial and went through it with little problems. I had just gotten started, when I was shortly contacted by what I am guessing is an Administrator of some kind telling me that my name is unacceptable because someone else had already used it in a previous version of the game. However, when choosing my name there was no way to check if it was something that was unacceptable. I was then recommended some lame alterations to my name as possible names and that I should retire and come back to start the whole process over again with a new name. Not a good start to a game that has so many mixed reviews in my eyes, though what I was able to Navigate through seemed alright.
MudConnector.Com Review by on Jan 7, 2013
I've been thinking of writing this review for a long time and I'm finally getting to it. I've been playing for about a year and I'll try my best to show both the good and bad aspects of the game as fairly as I can. As an introduction, the game has two areas where you could start in, the north and the south. The former is an easier version where you have people coddling you in every step. They have an extensive touring system where the regular players show newbies around the town. The latter is a harder verson without any of those but is more roleplay intensive in that you gotta figure out most things in character (IC). There is a wide selection of guilds one can join depending on their taste, some guilds are more killing oriented, others are more about writing and designing, there is a guild for those who just want to get on without it withough going through the hassles of an extensive interview/tasking rp. Again, the guilds in the north are more accomodating compared to the ones in the south. Coming to the players, I feel that most are helpful (atleast on an ooc level). The staff get asked for help quite often and from what I've seen they help you out most of the time, they don't interfere in an ongoing event unless things take a turn for the worse.Then there are the 'guides' who are regular players with escalated privileges who reduce the staff work loads and help out others with minor problems. The game has quite a few blind players and they have some extra options available to them to make certain things easier. The biggest thing about the game is the RP, people really takes it seriously. You have jobs (with the related occupational hazards), you have religion, you have marriages, you have a king, his subjects, different racial/guild behaviour. Now coming to the dark side,the most important bit I'd like to address is with the leveling, if you're gonna be running around killing mobs for good gear or be able to participate in any group events that involve fighting you NEED to be at a decent level. Even otherwise, the fragility at a low level means you'll lose contacts/gear/resources etc that you put so much effort into obtaining. So a higher level is always a good thing BUT the game mechanics make it hard to get there, I believe it is there to encourage roleplaying, but the rewards for that are low and you sorta feel 'stuck' if you attempt to level up that way. Also, idling is heavily encouraged, a lot of things have timers that ONLY RUN when you're online so it favours those who can leave their computers on for a long while. There is a huge difference, if you log in just to play, what would reset in a day could take weeks. Finally, the donations. While I agree that the mud money... Read More
MudConnector.Com Review by on Oct 8, 2012
This is a great MUD all around. If you're looking for great roleplay with an interesting and creative playerbase, great staff, and helpful people, this is where to go. There's always something to do, and there's a guild or role for everyone to fit into, ranging from the non-combat types like myself to the hardcore smash-them-up types. The one thing I will say is that if you can't communicate well with the players, you will not enjoy it. FRIENDS ARE HELPFUL WITH THIS MUD...otherwise it's quite boring tbh
MudConnector.Com Review by on Apr 24, 2012
I was rather disappointed with this game. The story line behind the game was weak. Starting out in the game was rather confusing, advancement in the game is extremely slow. I did like the fact that they enforce strict role-playing, but expect to spend at least a week getting passed the “intro” stage of the, game. Once you become a serf, your options for advancement in the game are really restricted. Expect to spend a lot of time jumping through hoops to get accepted to a Guild. Also, make sure to pay very close attention to the rules. Doing anything that could even remotely be considered “against the rules” will be picked up very quickly by the admin. They seem to like to ensure that you will spend many years getting your character built up to something worth playing.
MudConnector.Com Review (Archived) by on Dec 17, 2011
I have played many muds, hack and slash, roleplaying, goofy chatty muds. But when it came down to it, i really wanted something that could keep my attention more than a month. Most of the time i'd hit top level and piddle around trying to find something to do, someone to roleplay with, something more to explore, anything. I played another pay for play mud for five years, but it didn't compare. When i came to New worlds, i was instantly impressed by the roleplay but what kept me there was their friendly point of view in the north. Even today, four months later, i barely know a thing about the quest and the hidden things around and it isn't for my lack of trying either. They've made this little mud, much like a little world would be, full of exploring and wonder. I think it will be a long time before i leave. If you love roleplay, You will love it here.
MudConnector.Com Review (Archived) by on Jun 3, 2010
New Worlds is an excellent mud for those who are looking for roleplay and may be new to such a game. There is not an excessive amount of coding you have to learn in order to roleplay or emote and in fact, the commands and abilities are really easy to catch on to. Being as New Worlds is a custom coded mud, it is not a Diku/Circle mud, you are not constantly spammed with colored prompt lines or with the constant need to eat and drink. There are two lands that you can start in, the Kingdom which is great for new players as there are guides that will help with tours and questions, and then the Southland which is more difficult and more for the experienced player. Three religions and a good number of guilds offer a lot of roleplay opportunity and become very engrossing. Politics, justice office, newspaper, devotions.. There are many things that one can do to keep occupied and there are even some restrictions put into place to keep people from borging constantly, encouraging roleplay. I have to say from personal experience that the best guild I have seen, and a guild I've not seen on any other mud I have played, is the Merchant guild and their southland counterpart, the Trader guild. Unique to New Worlds, these two guilds offer one the ability to use their creativity and social skills to create items, to sell them and to gain levels and experience without ever killing a silly bunny. Lastly, I would also like to point out that New Worlds is very friendly to blind mudders. The staff can set your character up to allow for a minimum of spam and we do have quite a large base of blind mudders.. and you would never know the difference. :)
MudConnector.Com Review (Archived) by on Sep 17, 2009
I play, I leave, I play, I leave, why? The pros: Very engaging, guild skills are even better since the game went live. Many places to explore with many great prizes to be found on mobs. Good system for getting started, helpful admin and guides. Plenty of guilds to join and clans will be around again soon. Read other reviews for further propaganda. Cons: No helping a 'friend' to avoid a death trap, sets a good rl example? If you happen to be friends with the cook, expect lots of free extras. Hard to advance unless you have friends on NW from before the pwipe. You are expected to find quests without any help from others. Quests are barely findable or doable alone. RP is limited, most enjoy the built in nod, smile and grin. Most people start off by 'looking' at you, hardly good rp. Still many bugs for a game that is supposed to be 'ready for release'. Most there think that good rp means knowing how to nod. Emote seems to be an alien language to 90% of players. Final notes: I stopped playing just after the pwipe and I am much happier now. The game is a good one, the policies are not. 10 out of 10 for being a very well thought out mud. 10 out of 10 for help getting started. 2 out of 10 for game policy. 3 out of 10 for roleplay, there are few who can roleplay at all.
MudConnector.Com Review (Archived) by on Mar 3, 2009
What the main description says is completely right, except that multi classing is not actually part of the game. Each guild has amazing and varied powers, the roleplay is sometimes funny, sometimes intense, sometimes downright scary. I play a merchant there currently and love it. Very little fighting, all roleplay, but you absolutely must be and enjoy being creative. At the same time, levels are gained, and thus powers learned, through gaining of experience so there is a certain level of that as well. Experience can be gained through other methods besides fighting, though. I am also a blind player, and the administration has gone above and beyond to make NWA accessible to those of us using text to speech software. Few mud admins will do this. If you enjoy real roleplay, or even think you might enjoy stepping into the mind and life of your own creation, I urge you to come check us out. You'll be amazed just how your character takes on a life of their own if you let them.
MudConnector.Com Review (Archived) by on Feb 10, 2009
I personally have played New Worlds for about five years. With the recent 'coming out of beta' I thought a review would be in order. I feel that the game is very solid. It has a good mindset to it and an even better staff. If you have a question, the staff will know the answer. From my knowledge, the staff members once played the game or they still do so basically, they have firsthand experience. If there is something you do not know, ask them and they will direct you in the right direction. The game play is amazing. It has guilds, it has religions, it has clans, it has basically everything I would want in a MUD. The other wonderful thing about this game is that the blind can play it as well. They have certain blind settings within the game to make it much easier for them to play. With the thought of the guilds, clans, and religions, the leveling and such in the beginning is relatively easy but later down the road, it gets more difficult. You can just join this game and be a high level within a day. This game takes time to play. The 'immigrancy to guild' concept is something I am very fond of. Immigrancy is basically a trial of what your character can do minimally. After you completed immigrancy, you have to roleplay yourself into a guild. The roleplay is somewhat complex at times but at others, you could just walk into the 'tavern' and just start a conversation making it simple. Another note I would like to point out are quests. They are not just given to you, you have to find the quests. Some quests are simple but others take some time to complete. Also, there is no quest log so you dont have to specifically do the quest but it is something you need to remember in order to complete it. All in all, I find this game very intriguing and well thought out. Thank you Andrew A.K.A. The Cook(the admin) for making such a wonderful game.
MudConnector.Com Review (Archived) by on Feb 9, 2009
New Worlds - Ateraan. The mud itself is one of endless possibilities. You're given the option to roleplay anything your mind may conjure. Recently the mud has exited BETA and I do place my word to you that if you're to join you'll not grow dissatisfied. It is a Mud with a level/class system, with clans, houses to come, ships to sail, and much more. From the beginning it throws you into RP as you enter a town as an immigrant to work your way up and become whoever you wish. Roleplay a dark character disgusted by the populace, or roleplay the light-hearted who is never displeased with anyone. There are many guilds in which to choose from, namely: Merchants, Rogues, Fighters, Mages, Druids, and Waylumi Clerics. There are a number of guilds soon to come, and even secretive ones that I will leave you to find. Furthermore, to give insight to the mud and why I do believe you will find the best interactive roleplay experience here: The game is run by a wonderful staff, and great Admin. You've numberless opportunities within the game whether you wish to work for the justice system, or break all of the laws. Roleplay IS rewarded, and the pay is quite a bit more than what you would obtain by gearing and smashing. Combat is a resource for coin and experience, but the opportunity to level through the game without combat is more readily available through alternatives as fishing or harvesting crops. Roleplay IS mandatory and you will find that if you've placed yourself in position to become great you do not even need to level to find power within this game. Roleplay gains respect, not the blade. I highly recommend this mud and apologize for ranting, but most of what I enjoy is the player interaction. To experience that you must visit us at newworlds-rpg.com port 4002! Come now! There is never a better time to begin a mud than when it exits Beta and gives everyone a fresh start to find a new home!
MudConnector.Com Review (Archived) by on Feb 9, 2009
Well continuing on the tradition of the reviews of this MUD in other places, I will warn you not to play it. There are many reasons for this, but at the moment the MUD is a huge mess. The staff just did a playerwipe and deleted every character file. They did this with just a few hours notice and many people were not happy, and that is justifiably so. I, on the other hand, was happy because the MUD had some serious problems. Everyone was way to cuddly and fluffy and there was no sense of good or evil or hardly any type of conflict. You could have experienced the same things as you find on the MUD in an MIRC chatroom. The players spend their time romancing and mudsexing above everything else, and the MUD is very modernly politically correct, with OOC morality brought into it. Not to mention after the very abrupt playerwipe, people are finding it extremely hard to advance their character. The MUD has limited resources for this influx of 'immigrants' as they are called and they are constantly exhausted. Also, if you are able to progress your character you will be forced to retire it and restart it once again, due to bugs. This MUD has failed.
MudConnector.Com Review (Archived) by on Feb 5, 2009
There comes a time when all things must change. With changes come progress as well as problems. I personally was not happy about the sudden player wipe. I've put a few years of work into trying to help shape the mud at a player level. I think I did alright considering. I will admit, sometimes when i had time to play roleplay was hard to find. At other times it was the best one could ask for. As with everything in life its going to be what you make of it. New worlds holds true to this. If you wish to be lackluster you will find the lackluster in anything. If you seek to find great things then you will either create them or fall in beside them. New worlds is on the verge of a great change for itself. I understand some people may see what happened as perhaps a slap in the face. I can definitely say I am going to miss roviden. And even though I wont be able to continue playing anymore because of my military career taking me away, I wish I could. And I know once all the bugs are worked out from this change it will be a great place to play. Yes, it will have bugs to work out. Yes, it will have unforeseen problems. Tell me what hasn't? Show me anything that has always gone according to plan just the way it was planned. No strategy ever survives the enemy. No mud ever survives great change without a few bugs in the system I am sure. And above all, none have to pay to play. I cannot say what support the coders receive for their diligence, but it doesn't come from the players, save in praise for them. Volunteers or privately funded, they are still only human. If you want to form an opinion of new worlds try it yourself. You will like it, or hate it. It kept me through thick and thin for almost five years. If you really want to enjoy your time there you will. Don't judge it just because one person was dissatisfied with this or that. You're a free thinking person. Judge it for yourself. It was worth five years for me. It may be for you, maybe not. But you wont know unless you try it for yourself.
MudConnector.Com Review (Archived) by on Feb 14, 2009
Wow. Where to start. First. Yes, we had a pwipe. No, it was not because of bugs. The pwipe was due to huge, huge changes in the game. It was also due to the game coming out of beta after several years. It was time, and needed for balance purposes. Yes, the massive amounts of newbies could have been handled better from a code/area standpoint. However, advancement is nowhere near impossible. Many made it past immigrancy the first day, many, many more over the next couple of days. Things are slow and difficult in some ways right now, but this is not a hack/slash game. A slow economy may be frustrating, but it doesn't stop roleplay which is the main purpose. I realize that some people don't like a lot of affectionate roleplay. However just like in real life, there are different types of characters, both in personality and race. Most of us, even those of us who enjoy playing affectionate characters, do not roleplay for the purpose of mudsex. The comment about no conflict, no good and evil, is plain and simple a lie. There is individual conflict, conflict between clans, religious groups, even guilds. Some is very public, some semi public, some you may not even know about unless you're involved. Please, take this review with a grain of salt and then some.
MudConnector.Com Review (Archived) by on Feb 14, 2009
The mud has gone through a total player-wipe, true. That was done with a few hour notice, true, and done somewhat cold turkey. The news came a bit as of surprise, true. Only as a bit of a surprise, at least to the older players, because a year ago staff asked us what we thought of a player-wipe. That should have been the hint we needed to know this still could happen as we got closer to the implementation of the southern areas. Some people are rather upset, true. But for most, those who take the time to step back and look at the situation from outside, reminding themselves this is just a game, knowing that this is done to help implement the southern areas more smoothly, the situation goes from upsetting to bittersweet. Of course many of us might miss the characters we once had, characters we spent so much time building and whatnot, a lot were half-retired, others had still much going on. But even if forced, this is also for many of us, the chance to try something different, it is challenging ourselves to step in the shoes of a different character, challenging our RP talent (or lack of) instead of playing on auto- pilot, that same old character we know far too well after years of playing them. Finding it hard to progress after the player-wipe is a very relative opinion; the proof is most of the seventy immigrants that were born a few hours after the player-wipe were all guilded within a week, not to mention all the ones that barely took only a few hours to accomplish such. However, I give you that yes, the training ground was too crowded (rare are the muds built to receive within just a couple of hours an influx of seventy new characters, if you try it again today, you will find the training grounds mainly empty). But you know, just as well as I know, that training grounds are just one of the many ways to actually progress in NW, and RP is often the best way, if not the quickest, it is by far the most interesting way. The only reason you were asked, if you could retire and restart, is that you didn't follow the rules about name. At least, this is the only reason I know they would ask you to retire. You slipped through the cracks of their attention, when they realized, they asked you to meet in customs and politely asked you if you would accept to recreate. The guide-lines for names is the first thing you see as soon as you create your character and it asks you 'Does your name follow the rules above?' If you are unsure, the best trick I can give any players creating a character, ask on the question channel if the name is acceptable or google the name you picked. NB Don't try to break the name rules by creating a name like, example Bluemoon in another language, Lunebleue. Chances are, you will be caught sooner or later if anyone speaks that language. You claim the mud was too fluffy, with no sense of right and good, people romancing and mudsexing. You need diversity to create a world and that is only a small side of NW. I suspect your opinion is triggered by anger. Otherwise, you would have stopped playing and would have not tried to re-create after the wipe. If NW was just about that and not about the excellent characters handled by excellent roleplayers, the great RP that could be found outside of the tavern. There were plenty of conflicts to be found between the two opposite religions, conflicts within the guilds about where they were headed, conflicts between characters, conflicts between guilds... between groups of people. No one should speak out loud when under the influence of anger or when too upset, I believe anyone who's ever worked in customer service will agree with me. NW is not perfect, all the characters are not handled by perfect or mature RPers, the styles of RP differ grandly from one character to another, from one situation to another, but it is a good RP mud. If you enjoy RP and you are ready to look some, you are almost sure to find what you are looking for.
MudConnector.Com Review (Archived) by on Feb 15, 2009
New Worlds is described as a MUD that emphasizes roleplaying, non-traditional features, and has a large playerbase. Consequently, the MUD aspects that it de-emphasizes are global chat, questing, and combat. To facilitate roleplay, the tasks in the MUD require a greater degree of socialization. As a new player, to advance in the Immigrant (newbie) guild, you're required to write a background story for your character. Then you must ask one of a handful of immigrant guides to read your story and approve it. When encountering another player, you don't even see their name. You only see their race and basic description. You must join a conversation and introduce yourself. Another requirement to advance is to pester veterans to deliver guild token lectures to you. The administrators have purposefully crafted this system to galvanize you to join social circles early. However, the structure of the game doesn't encourage veterans to mentor you. For each social task, the onus is on you as the new player to take the initiative, and sink or swim on your own ventures. Requiring a newbie to introduce himself to veterans is an unnecessary task. The recognition system should be structured such that veterans recognize the names of newbies, but newbies don't recognize each other. That way, veterans can say, 'Welcome Gandalf, what type of adventure do you seek in our land?' The way that it is now, a newbie must struggle to find a hangout where he can observe a conversation and find a reason to join. After a newbie has joined a guild, then his name should be removed from the Everyone Recognizes Him list, so that the nice element of unfamiliarity can be preserved. One of the biggest disappointments about New Worlds is that there are only a handful of sparse, simple areas for newbies to practice their skills and advance. Furthermore, it takes too much effort to progress from a fresh Immigrant to Serfdom (when you can join a guild and finally have some decent combat abilities). The 10 Immigrant levels require a great deal of patient slaying of the same few enemies. Compounding this is another major drawback of New Worlds, namely Move Points. To restrict players from using macros to quickly sprint between towns, the MUD tracks each player's Move Points. At Serfdom, you can only move about 40-50 rooms before you exhaust your Move Points. You are then required to rest for 5-10 minutes. Nevertheless, some of the players on there have written wonderful backgrounds. Sometimes players will approach you because they share a race or theme with your background story, and try to start a roleplay based on it. With name introduction, having someone you already know introduce you to a new player can be fun. I wish that more MUDs had these features. I have mixed feelings about the guild token talks. On one hand, it's a good way to meet people of your prospective guild, and to facilitate your decision about whether that's the correct guild for you. In other MUDs, new players often switch around a few guilds, because the written description didn't give them insight about the type of community with which they would be dealing. Sometimes your token lecturer will tell you about the personality types that you can expect to meet in that guild, such as the ambitious, the philosophical, the comical, the dedicated, etc. On the other hand, the talks are too long. By the time that a well-covered talk is completed, both the lecturers and the recipients are weary. Also, some veterans don't exactly jump at the opportunity to do a token talk -- not because they don't like the idea of giving a hand to a newbie, but because of the time commitment involved. I feel that the administrators should be more specific about narrowing the topics that are covered in talk, such that all talks become less than 25 minutes. The guild application process can be challenging. I have mixed feelings about this process too. On the one hand, I like the fact that not just anybody can join your guild. On the other hand, as a newbie, it's difficult to offer something to distinguish yourself from crowd. The process is unclear with regard to what extent it's personal and to what extent it's 'business'. Like an uncomfortable job interview, you feel pressured to be likable yet dedicated. Certain individuals don't bother with likability, and they are not encouraged because they seem dull or self-centered. Other individuals don't act like they take the guild and roleplay seriously, and they are given sharp nudges to stick to the script. In the end, I feel that New Worlds would be better served by a system that encouraged the formal mentoring of Serfs by a member or two of their prospective guild. When someone is giving you a Welcome tour of the land, you don't feel like you have the burden of proving your qualification. It would be more like your natual roleplay personality would come out during the course of the tour. It was unfortunate for me that the Assistant Guild Master who was informally given charge of my induction happened to request a response from me via the post office, and then he didn't check his mail for three real-life days. I even tried to remind him to check his mail, but he didn't take the hint. I think that was a uncommon occurence, though. Other than the difficulties of finding your social niche, most of the roleplaying and conversation on New Worlds is far above most MUDs. New Worlds is fortunate to have many thoughtful, creative players. The only caveat I have about roleplaying is that as an Immigrant, I didn't know where the clothing shop was. Hence, I was wearing chainmail without clothing. Quite a few of the female players responded with emotes such as 'averts her eyes', 'blushes', or even crude innuendos. It's not that I was trying to roleplay public nudity. It's just that I was new. In addition, I saw this happen to other males who logged in without wearing clothes. There was a point where I wanted to grumble, 'Aren't any of you women heterosexual? Haven't you seen male nudity before? I know that in real life, you're over 18.' Well, when you have several roleplaying conversations with someone, you can get an idea of whether they're a teenager or not. Anyway, there should be an RP rule that Immigrants are immune to accusations of nudity. Either that, or provide all Immigrants with a full set of clothes. Other than that, though, the roleplaying on New Worlds can really be a joy sometimes. It's the best RP MUD that I've ever played, and I've been around the block. I was even the Archwizard of Quests on a totally quest-based MUD. New Worlds's large playerbase is nice. It's always cheering to see active examples of all of a MUD's classes and races. The large group provides a sense of diversity -- a sense that you can find like-minded individuals within the greater whole. Unfortunately, sometimes New Worlds awards experience simply for being online. New Worlds is also very tolerant of idling. As a result, 20%+ of the current players online are usually idle. They are merely their for their 'free' experience, and to listen to a few channels. This is annoying, because it gives you a false sense of what's going on, as well as the fact that it rewards players who have real-life lifestyles that allow them to idle on a MUD for 8 hours a day. However, most of the players are quite friendly, when they're around. New Worlds has a nice sense of community. As for the non-social aspects of the MUD, New Worlds favors parties that go out exploring and hunting. It doesn't particularly emphasize quests, which is reasonable, considering that quests are usually done individually or in very small groups, whereas New Worlds wants to be a social MUD. To balance out the absence of quests, though, New Worlds offers both ownership and events. Ownership is primarily handled through its own guild, the Merchants Guild. By being a Merchant, or interacting with one, you can own wardrobes, ships, commodities, houses, siege engines, etc. This is an area in which New Worlds is ahead of the curve. One of the most exciting features of New Worlds is admin-sponsored events, such as monster invasions or guild wars. For players that are relatively new to the MUD, these can be rivetting. They are also very well-organized and quite creative. For veteran players, though, sometimes they lose their edge. 'Eh, another invasion, huh'. Yet that's always the problem with old-timers on any MUD -- they develop a 'seen it all' sense of world-weariness. In conclusion, New World gives an admirable effort at a roleplaying-focused MUD of the 2000 decade. I hope that New Worlds survives the current migration of MUD players to graphical MMORPGs. None of the current MMORPGs come close to capturing the magic of a rich roleplaying environment like New Worlds. New Worlds definitely needs some major tweaks to how it handles newbies. However, it's constantly improving.
MudConnector.Com Review (Archived) by on Mar 24, 2008
Just a preliminary review. The docs tout this game as strictly RP enforced, but the code doesn't support the RP at all. Logging out causes you to unequip and remove all clothing, so you log back into the game naked. How is that explained ICly? All the helpfiles are in the game, and not on their website, so if you need to read helpfiles you have to stop roleplaying and go idle or physically remove your character from the room to avoid screen scroll of people who are actually trying to roleplay, just so you can read the helpfile. How is -that- explained ICly? Your character shows up in the game possessing only a cloak and a weapon. No shoes, no pants, no pockets, nothing. Where, ICly, are these coded coins virtually stored, since they're not in a pocket and WAY too heavy to carry in one's hand? And why can't they be put in a pocket? Or can they? If I have 100 coins, and they're coded coins. I should be able to toss them in a pouch if I had a pouch to toss them in. I went north to a room in the game and saw in the 'extra' description, a statue. So I typed 'look statue' and saw something like, 'A statue is in the middle of a fountain.' So I typed 'look fountain' and saw 'You don't think you see a fountain here.' So I have absolutely no idea what this statue looks like. How can I RP any sort of interaction with it, if I don't know what it is a statue OF? Is it a statue of a person? Would this person be of a race that my character would naturally get along with? Would I smile at this statue, or would I spit at it? Or would I be disinterested? How can I decide what my reaction would be to this statue if it has no description, either in the 'extra' or in the main room description? Why did they bother to even put this statue into the room if they weren't going to tell the reader what it looked like? What is so special about THIS statue, that warranted an extra description making sure people knew it was there? And that's just one room. Then we get to items..you equip dagger. I equip..what dagger? My dagger? A dagger? The dagger? The elf's dagger? Objects need articles. If I look in MY backpack, the echo should show that. If I'm looking in a backpack on the floor, or some other generic backpack in the room, then the echo should show that. If I'm trying to peek into someone ELSE's backpack, the echo should show that (assuming there is someone who catches me taking a peek). That's just sloppy building. Really sloppy and lazy. And totally UNsupportive of roleplay. For a game that advertises itself as roleplay enforced, strict, intensive, I expected MUCH better writing in my first 20 minutes playing. I expected to be impressed by the world presented to me as a player. I was sadly disappointed. Props to the new guy who showed up at the same time I did though, Axles or Alxes or something like that, he tried to interact with the surroundings. And the priest Rov-something, he did a swell job and was also helpful with some minor syntax issue I had. I only saw one other PC in the game, and I'm hoping he was new, because if he was a veteran then his representation of the quality of roleplay leaves MUCH to be desired.
MudConnector.Com Review (Archived) by on Feb 2, 2008
I'm glad that you tried out New Worlds. I wish you had stayed longer than a brief period of time to get a true feel for the game and the RP environment. I'm sorry such minor things were so jarring for you. We have some great players on our game and I wish you had taken the time to interact with them more. We hope to see you back!
MudConnector.Com Review (Archived) by on Mar 18, 2008
A New Worlds MUD description I read (elsewhere) suggests trying it out for a week. After my first week, here are my thoughts: I gave New Worlds a try because I was looking for a MUD with good roleplay and lots of players. It is one of the more welcoming roleplay-inforced MUDs I have found - which is the first thing you will notice if you create a character. The players and staff are willing to help out with answering questions and giving advice, and my favorite thing they do to greet new characters is offering tours of the starting town, which help new players to find their way around the starting town and give new characters an IC acquaintance there. Compared with other MUDs, there are few character options (8 races, 7 normal guilds/classes and 3 religions) and the starting town is small. However, these limitations are one of the MUD's best features. Characters will be surrounded by others of their race (unless they're gnomes or dwarves...), all the guilds are well represented, and the two main opposing religions can oppose each other happily without the distraction of a million and one other grey religions. A small starting town means that it's not difficult to run into other characters, so roleplay is easy to find. New Worlds enforces roleplay by making it necessary in order to advance: to reach level 6, a character needs to have had two 'token talks', which are discussions with guild members about their guild. These are not hard to come by, since other players understand the need for tokens and many of these talks are publically announced so that anyone can listen in. Further roleplay is needed to choose and join a guild. As far as I have seen, most of the guilds are quite different, and all rely on others (especially on the merchants) for services (for example armour and weapon enhancements, healing items, clothing), which brings about roleplay between the guilds as well as within them. New Worlds also encourages roleplay at all stages by making it another source of experience. As well as being helpful, New Worlds' players seem friendly and very happy to roleplay. At peak times, characters can be found in and around the starting town, if you look or wait. Even better, I've had good luck finding them without much effort at times when many other MUDs would be quiet if not deserted (i.e., my usual playtime...). However, it's hard to tell just how active the MUD is at any time. I get the impression that you can't idle out, and players leave their connections running while they're asleep, at work and so on: the same names show up on the who list regardless of the time of day or night. The main other problem I've found is bits of clumsy code: while inconvenient and sometimes annoying, it's still outweighed by the worthwhile roleplay. The only bugs I've heard about have been fixed by players relogging, which barely interferes with playing, and the only ones I've seen are 'typos' (grammatical mistakes that only I'd notice anyway). In short, if you are looking for a fun place to roleplay, I would suggesting giving New Worlds a try, because the players are willing to roleplay, and the code facilitates it. My only advice is to have a little patience: you will find it is soon rewarded.
MudConnector.Com Review (Archived) by on Jan 8, 2008
There are some relevant points missing in this review. Some players, even in guilds, refuse to help or roleplay their actual role with you in challenging areas until you level grind to a certain point, forcing you to try to handle it alone. Rules have been put in place that breach very basic roleplay concepts such as teaching a newcomer to a guild how to survive and adapt, and get around. This game is apathetic, with the rules as an excuse to keep newbies newbies. Roleplay doesn't really matter in the long run, because people level grind more often than roleplay here.
MudConnector.Com Review (Archived) by on Aug 13, 2012
I would write a response to the latest review of this MUD, which I find flawed in several aspects. First, I have played this MUD for over two years. I was one of the first people to play "beta" way back then. This game has been, and probably always will be...in "beta." To the administration of this game, the word "beta" means, "that which I don't have the skill or time to fix." Which reveals that with New Worlds, "beta" will last "forever." Don't expect the game to ever be "done." New Worlds was originally created, because a bunch of MUD players with some coding skills got sick of being "pushed around" on another MUD, and actually had the motivation to do something about it. For this, kudos to them. However, the game REEKS of the sandbox mentality (I.E "If you don't like my friends, go play somewhere else.") Favoritism and cliques are RAMPANT in this game, so be ready for it. The administration is control and power happy to a frightening degree, and they will get involved in any aspect of your RP which might negatively affect their characters or their friends. They will initially attempt to do this "in character," but have also been know to use "out of character" methods. In short, don't screw with them, or they will screw you. To call New Worlds an RPI is laughable. In truth, I felt more immersed overall in the roleplay of Super Mario World, than I did in New Worlds. Do not bother attempting to roleplay anything "evil" or "flawed" in this MUD. You will not be appreciated, you will probably be ganged up on, and you have no hope code-wise to survive against the chat-room mentality snugglers of New Worlds. What does Roleplay Intensive mean to me? Well, it means that there is an immersive world in which ALL TYPES of class and character exists, and these players seldom to never use their character in an OOC way. It also means that unless cheating is obvious, the admin never gets involved in or plays in "in character" squabbles, as they have an obvious advantage. Which leads me to say again. DO NOT attempt to play an evil, flawed, or otherwise conflict-driven character in this game. The administration WILL try to control your efforts and, failing that, they will simply use their maxed-out uber characters to "deal with you in character." The snuggler players WILL use any advantage they can against you, including asking their friends on instant messangers for help. Your hope for good roleplay down this path is minimal, and your chances for survival less. That is not to say that there is not good roleplay to be found in New Worlds. Several players know what they are doing, and they are very enjoyable to play with. But even they play within the boundaries that have been set for them, and it is obvious when you ask them to do something conflict-driven, and suddenly... Read More
TopMUDSites.Com Review by on Sep 30, 2006
I have been playing this MUD for about 2 years now and I have caught the addiction. I am eager to get home just so I can log on and see what been going on in New Worlds. Some have said that this game is non-newbie based, but I disagree. The commands are very easy to learn and everyone is extremely helpful...almost to the point of annoyance:). As soon as I started I was being escourted through town, introduced to others, and being made to feel at home. This particular character was a victim of cliquing, but what is a game without a little drama? Besides, if you stick to it, it all works out anyway and then your event (or whatever it may be)will be remembered with the notion that you are a good RPer. Speaking of RP, this game has a lot of -great- RPers, probably some of the best, but as every other MUD can express, there are also those who are not so good. A lot of cuddling and snuggling about town from those who do nothing but type the auto-emotes, but if you search around you can find some great people! Just recently there was a HUGE amount of RP as the Druids tried to overtake Gahlen. It was amazing! Everyone had something to do, and even now there are reporters writing articles, those who were banned by the duke are rebelling and so on. It is true the game can be dead now and again, but with the right fuel, you can make a fire burn. I recommend this game to whoever likes the interaction part of MUDS. This game is for RPing your adventure, so if you like the hacking and slashing part, this isnt the game for you. Because it is still in Beta, not all the area's are open, but as it is, there is a lot of land to cover and much to explore. So don't pay attention to those 'nay sayers' who only gave a hour of playtime, come to New Worlds and explore the fantasy of a true MUD. -The player behind Jainlean-
TopMUDSites.Com Review by on Sep 29, 2006
So this game has its high points. It's creator gives it alot of attention. Players are allowed a full range of creativity in many ways. However when you start the game you rapidly advance to level 10 only to have to start over at level 1. This makes movement quite annoying. The economy is cut throat, only set off by bonuses that other players can award which include exp and coin (mixed feelings about these). Some rules are stupid, for example a player cannot warn another player not to walk into a trap if the other player hasnt been to the area. The players who run the guilds, courts, etc for the most part do a good job which is quite difficult to get in a RP game.
TopMUDSites.Com Review by on Sep 27, 2006
Such events you find in every mud around. The only difference is .... the other muds work properly and events are more of a fun therefor. Before starting events (I guess to hold players) other things have priority but it is somehow ignored. You can srew players with an event one time but if the mud still is not working properly and the cliquy people are not accepting players besides them I have nothing more to say than .... goodnight New Worlds.
TopMUDSites.Com Review by on Sep 23, 2006
Okay, probably one of the biggest player driven moves in this game just happened, and I'm taking the time at nearly 4am with work in the morning to relate a little to you all. In the midst of political turmoil as a corrupt government official userping his power, a grand coup was set in motion. While the oily Seneschal oozed his way from the political nightmare he'd entangled himself within, a small rebellion force was gathering supporters in secret. Then, when no more could hold back the flood, the rebels launched their attack, hoping to destroy the Seneschal and retake justice for their beloved City of Gahlen. The Battle was short, unable to break through the few soldiers that guarded the Seneschal, he escaped despite the rebel's best efforts. Quickly, those still holding all their limbs in one piece, fled for the wilds beyond the city gate, hoping to regroup and garner new support for their cause. Much arguing swept up the Populace of the corrupted Border city, and soon the event was on the lips of every citizen. Arguing, and turmoil stirred the waters. Far to the south, their bickering could be heard. Gahlen's greatest and most infamous foe recognized the discord and saw a chance to deal a major blow to the city that defies him so often. In the midst of their confusion, the Warlord attacked the border town, hoping to take the city in it's moment of weakness. The Rebels, though now branded traitors, instantly took to arms, standing beside the country men that had shunned them so quickly. The Battle lasted long into the night, before finally orcs and mastadons and Seige engines all broke camp and fled for their master's lands. Still the Seneschal rules in the Duke of Gahlen's place. Is he really as corrupt as the Rebels believe? Will the Rebels succeed and defeat him? Will they give back control to the Duke, when and if the man returns? Well, I think it's time you made a character and got involved, don't you?
TopMUDSites.Com Review by on Sep 21, 2006
This is definitely a nice mix. New Worlds' concept definitely has loads of potential there. It has a great economy, great leveling system, and the fact that nobody has found the maximum level yet makes it all that much more better. In these categories, it's hard to beat New Worlds. However, on top of its few pros, it seems to have many cons. For one, I heard it's been in beta for two years now? Also, you can find very few people who are willing to talk to you no matter how nice you are to them. If they have a problem with the way you act in NW, they'll completely ignore you and you'll find yourself having a huge problem with the game. Another problem is that it's too people-dependent. To some this may sound like a good thing, but the way that they judge and bias certain people defeats the entire purpose of trying to RP for a guild in the first place. Plus, they'll bash newbies for poor RP when they're simply imitating people that are considered respected players on there, who use poor RP, simply because they want to hopefully get ahead, but it eventually blows up in your face giving a very unpleasant experience. It's made me want to slam my laptop over a wall more than once. Long story short, New Worlds can be a good MUD to play if the people like you. But if you're otherwise, it'll be the hardest MUD you'll ever play. So, if you like a social RP with a bunch of bouncing, giggling, and acting hyper (even though you doing so will result in them not liking you), try New Worlds. If you want a real MUD, go somewhere else.
TopMUDSites.Com Review by on Sep 17, 2006
Where do I begin? For those that don't know, New Worlds is a custom-made MUD that prides itself on heavy, deep RP. They are currently in their Beta phase, and after checking out the MUD, I'm surprised they even gone past the Alpha phase. I'll try to epxlain them all in as much detail as I possibly can. First off, the game itself is not newbie-friendly. This is what my gaming friends would call it, "horrible, horrible lies". NW is far from newbie-friendly. In fact, I'd go so far as to say that NW is probably immortal-friendly more than anything else (Even though there are no immortals, in NW, any level higher than 20 guilded can be assumed to be immortal.) You start off the game as an immigrant. During my time there, I know that you have to rely on people to get token talk halfway up the immigrant ladder as the game indicates. But this was even a job and a half. I had to talk to eight people just to get my first token! And another four for my second. Two people would talk to me for token talks out of twelve. Yeah... newbie-friendly? Then there's the guilded part. Yes everyone, you don't just start as a mage, or a cleric, or a warrior, but you have to work your way up to one. This is actually a good thing and I applaud them for it. Now if only they can get the guildmasters ONLINE. The moment you graduate from the Immigrants' guild, you become a Serf, looking to be guilded. Unfortunately, unless you want to be a rogue, you will have to rely on the guildmasters to be guilded. If you're already popular and everyone likes you by this time, you'll get in no problem. But if you're in the case where you're not a very "likable" person in the eyes of the NW crowd (like I was), you'll find yourself stranded in near-impossible tasks for WEEKS before finally submitting that you can't go to any guild BUT the rogue guild, which was what I ended up with. The fun doesn't stop there. There is also a huge lack of IC discipline if you are already an established member. Good for them, bad for newbies. I've seen established level 15+ members get away with murder while a newbie even argues with one of those established members, and all hell breaks loose on him. (Luckily, I wasn't a victim of such things.) And finally, hardly anyone can RP, unless you count "sitting on someone's lap", and "snuggling, licking, kissing, etc." good RP. There are a few incredible RPers there, the best I've ever seen, but they're so few and far between, the rest of the game unfortunately drowns out those few good RPers. Please, for the love of GOD, do NOT play this MUD.
TopMUDSites.Com Review by on Sep 13, 2006
Sorry if this review is not giving back any good impression but fact is this mud will never be more than a pre-beta release. We have so many muds around and all of them are established why bothering with a mud which is never done to a point that we can play it without putting our hands over our head and shaking our heads. If this is a one-man admin show here then the admin should consider of taking help from coders. All in all as there is not too much what you can do it is obvious some do RP "sitting on a lap of another char" as someone else stated before because it is boring. The fighting system is so poor. It seems the code is poor. a hint would be to stop working on too many things and finish first one thing. It is all left "broken" to a point that swhy I think it will never go over the pre-beta state.
TopMUDSites.Com Review by on Sep 4, 2006
As someone who has played this game for several years, I still think that I can make this review as unbiased as possible. So read further if you want a player's honest opinion, who has also played the game for a good long time. In terms of areas, the game is very sound. Above average, in my opinion. There is a large world that takes quite a long time to explore, assuming that you go looking for secret areas. There are a large variety of areas, and a promise of more to come. The areas lend themselves to different types of players...whether you like hunting more, or roleplaying. They are also very well written, if you take the time to read the rooms. Immigrants and serfs (aka new players) are generally treated well, much more so than I have been treated in other MUDs. I have played some MUDs before that totally ignored new players, which is not the case here. Once out of the initial tour, most people don't have a hard time finding at least a few friends to help them through the rest of their NW career. Those who do say that they have a hard time, simply give up too quickly. There is a certain level of immaturity from certain members of the playerbase, but I have found that this is the norm for MUDs across the board. There are always going to be some players who treat it like a buddy chatroom, no matter where you go. If you stick this game out, and ask around, you will find players on this game who know how to roleplay exceptionally well. Players also tend to get into cliques, but again...this is unavoidable with MUDding. Players who spend a long time RPing with each other are invariably going to keep together. It's not impossible to break this barrier, it's just a matter of asking yourself if you want to. It can be frustrating for a new person to try to introduce themselves into an already established group, but such is life. As with the good RPers, there are those in the game who will accept you, you just have to look for them. There is a good variety of guilds you can join. Each guild has members within it that RP their profession very well, and some not so well. In terms of mechanics, it is no secret that mages are vastly overpowered when compared to any of the other guild. I think that this is done on purpose, and I don't mind it. It makes kicking a mage's butt that much more satisfying. No one player is particularly invincible, and everyone can be taken down if the need arises. You just need to be crafty enough to try. There are three "special" guilds that are presently complete wastes of time. Though I don't know for sure, I could wager a guess that two of them haven't even been fully coded yet. The other poorly... Read More
TopMUDSites.Com Review by on Aug 31, 2006
The game starts out nicely- you're in an Immigrant school- and there are a lot of people that are willing to help. Trouble is, once you pass from the Immigrant school, you are *totally* on your own. I emjoyed the first levels of it- the code is good and the players seem friendly at first- but then the trouble starts. The 'Roleplay' is decidely immature. I tried it out as it promised 'RP Mandatory'. Okay- it's mandatory, but the roleplay leaves a lot to be desired. I spent some time in the Tavern, only to witness people 'snuggling' each other and sitting on one another's laps. There was no RP other than some vaguely sexual emotes, and even then it seemed a very teenage thing. I'd leave it alone if you're interested in an RP game. It's simply not worth the time. A lot of work for no payoff.
TopMUDSites.Com Review by on Aug 29, 2006
I have been playing this game for almost two years now beacause that is how much fun it is. I have played so many diffrent muds in my time and none of them live up to what New Worlds has to offer. From the very minute you log on you are involved with the rp. Everyone greets you and makes you feel welcome and offers to help you with questions and creating your charcter and after you pass that vail and enter the game players offer to give you a tour and show you around the city, this is one of the things that sparked my interest when I first started playing. As time moved on I noticed that the players of this game are allowed to develop their own storylines, they run the guilds, justice system, politics, religon, in game jobs, and so on. The admin does not try to stop rp or control it and that is very important to me as a player because it lets you develop your style of roleplay. Another good thing about this game is that features are always being added or enhanced so it keeps you on your toes, there are in game quests if you like solving puzzles, great storylines, awesome invasions, and great roleplayers. These things are only a few of the key elements that makes this game what it is. I don't think that I will ever leave! So if you want to have fun and get hooked as easily as I and so many others have I suggest you log on now. The man behind Lothos Joe
TopMUDSites.Com Review by on Jul 20, 2006
I have been playing New Worlds for about 3 years. I have had only one character in all these years and it still amazes how she is still intriguing. She is still able to grow not only in stats but in social relationships. One of the things that amaze me the most is how everyone is equal. There is no inner circle, everyone has a fair chance to acquire a job or open a clan. With all these options already open to a character, Andrew is still expanding the game. He continues to improve or introduce a change to our community. Unlike some other Muds, He listens to our improvement ideas and if they are reasonable he will at least try it to see if it indeed improves our world. Although we are not a borging type of game, some might enjoy our new training style. It is something I have never seen before in any other game. The ideas that come out of heads and our Admin's are innovative and unique. Not your normal hack and slash, get or die fighting arrangements. So if you like change and dislike know-it-all-self-important-butt kissing-groups Then New worlds is for you! New worlds is in the players hands, we make the world go around. Join us and experience our very helpful 'newbie' (immigrant) introduction period. There is always someone to help you, with your own channel where the whole community can help you. So no more getting frustrated over an empty beginner channel where you can not get the help you need. There are plenty of events that happen either by admin or the players themselves. We aim to keep the community moving. With fun events such as arena tournaments or story plot events such as invasions. Plenty of action, plenty of deceit, fun, pain, war, love, betrayal, relationships, enemies and friendships. I know I have chosen a Mud that I will continue to play for years to come.
TopMUDSites.Com Review by on Jun 27, 2006
First of all i'd like to say that this is not my first attempt at writing a review for this MUD. My first review, which i will try to reproduce here again, was misteriously deleted only hours after i had posted it. It was a rather detailed, and serious, personal view of the MUD i can only wonder why it was deleted while some others remain. Regardless, as i said, i will try to recover that which was lost. I've played this MUD for nearly one year and a half. I've finally decided to stop, as the game is no fun for me anymore, and i shall now detail my personal view of the experience. New Worlds is a RP enforced MUD in which you'll find a lot of things you've seen in other MUDs and a few other things that are particular to this specific MUD. In theory, NW is a great MUD. It has a fairly decent number of playable races to choose from, all different in a few keys aspects, the (very *very* short) backstory shows promise that it can be developed into something interesting. It also provides setting for, possibly, interesting conflicts, with opposing factions sharing a common space and being forced to work together to defend it (it fails to do so, though, more on this later) and has quite a large array of areas that struggle in trying to keep the MUD varied and fun. As i said, this is all in theory. In practice, though, things are rather different. For the most part, the MUD falls flat in most of it's efforts. One of the things you'll notice from the start is how weak, description-wise, the game's areas and creatures are. You'll find various typos and mistakes. Also, it lacks polish and most of the things are simply not finished at all. As an example you can look at, say, a rabbit and simply see "This is a cute rabbit". This sort of "stating the obvious" description technique happens all the time in the game. Of course, if you consider that the game has been in Beta for nearly two years now, you'll start to understand how things work, for the most part. The rate of evolution of the game is extremely slow. Very few relevant things are added as time goes by. And even though you see a few new things appearing, the old things that were broken from the start, remain broken. In general, development is slow, lax, and lacks focus. It certainly has it's priorities skewed, as in the works there are new major areas, that will change basic things in the game's structure (such as adding the equivalent of new starting areas) when the old ones aren't finished at all and scream for reviews and rewrites. In regards to the playerbase, you'll find that they are extremely friendly. This is one of the game's strong points by far. Everyone gets along fine, and welcomes newcomers very Despite... Read More
TopMUDSites.Com Review by on May 30, 2006
Positive: Like the one before wrote they have nice guides Negative: Can't agree with the combat system, it is the worst one I have ever seen. Further, they have not a great playerbase. And the code is really poor. Mostly friends RP with themselves and it is rather difficult to play with anyone.
TopMUDSites.Com Review by on May 22, 2006
Ok, I've been playing New Worlds for like 2 years now. The game has come a long way since I started playing and I must say, it with the new additions to the game such as new areas, items, and people, it seems to be getting even better. There is a large playerbase, with a large friendly group who's willing to help those new to the game. Some of the better qualities of the game are: The awesome Admin, the friendly Guides, the player base while diverse brings it's own uniqueness to the game's environment, the fighting system tends to keep you on your toes and there is constantly new things being added all most monthly. I suggest anyone who likes great rp, which is always enforced in New Worlds to give this game a try. This game does take some getting use too, but once you've gotten the mechanic's figured out, you'll enjoy yourself as much as the rest of the large player base.
TopMUDSites.Com Review by on May 20, 2006
Goodbye NW. May you rest in peace. This MUD (if it is not against the MUD-law to call this farce a MUD) was dead before it even really could exist. The fighting system is the worst one I have ever seen and I am sure this made NW die slowly. The players are ok, but it is rather difficult to get into their play. Seems some (not all) only want to play with themselves and do not want to interact with others. I can't say they are all not helpful but I can say this MUD never had good days and will never see good days in the future. I take the jump here and search a MUD which will exist in some years still because my spare time is too precious for me to leave it here on a sinking ship.
TopMUDSites.Com Review by on May 1, 2006
I LOVE THIS GAME. I started playing many months ago, and when I first started I was right into playing the game. I love rp games, and a true rp game mixes person to person interaction with hunting(hack and slash without the mindlessness)and allows for clean pk, not the godwars pk, but roleplay based pk. and this game has it all. Yes, it is still only a medium world, but many of the areas have hidden areas inside them. But the greatest part of all is the interaction with other players, they are all wonderful players, even if I wanna kill some of their characters. This place and the people that play it make a wonderful atmosphere for creativity, and you are awarded for that creativity. I rarely go ooc to talk on the public channels, becouse Im having so much fun in the IC world. The hunting is fun, while not being oversaturated, I mean you can go out and kill stuff alone or with friends and companions, but the funnest part of those adventures isnt the killing, but the interaction you find between each kill, as hunting is made to be somewhat slow to prevent hack and slashers from going out and borging all day. I find I can get just as much, if not more experiance through roleplaying with others all day and them thinking I am playing my character well and giving me a (role)playerbonus. And playerbonus's arent about making friends, even your enemies will give you bonus's when you roleplay conflict with them. but dont think this is a chat room, this is a true mud. People get murdered over disagreements, and there is a war going on with the southland, you never know when the warlord to the south is going to send an invasion force to town. There are many differant guilds, most are public, a few are secret organizations, well..those are just rumours though..:D and all the guilds are RP guilds, though some do fight better than others..if you really wanna know about the guilds, roll up your alternate identity and migrate to new worlds, we love and welcome all new immigrants.
TopMUDSites.Com Review by on Mar 3, 2006
I have been playing New Worlds for around six months now and I have become totally addicted to it. As someone who has tries many muds with player data bases from less to 10 to over 300 hundred, I find that New Worlds has the right blend of a number of characters and is set up well for the growth and addition of more. The roleplay and guilding are indepth, much more than the simple 'join guild' you find on most muds. It can take a bit to get used to, but the newbie set up is excellent and very helpful, seriously the best I have seen. Yes, this mud is in Beta and it is exciting to be able to help create the story line and add input. If you are looking for a mud where you can just borg and go about your own personal rp - having no desire to join in and help out the storyline or allow your rp to go with the flow of those around you, this probably is not the mud for you. However, for people who like to take a more active role and enjoy letting the roleplay run its course as well as enjoy having active administrators and council members, you should definitly come and check New Worlds out.
TopMUDSites.Com Review by on Feb 17, 2006
New Worlds is a game that's still in creation. It makes it hard on people who want a fully formed universe, but for those who want a hand in molding and shaping the world, this is the place to be. Things are continuously being added and worked on, and every day the plot is given more depth and substance, and things are tried and tested and changed. Just remember that it's the players that make the rp, and that you should be prepared for the conciquences of the actions you take.
TopMUDSites.Com Review by on Feb 17, 2006
What did I just hear? I am not too deep into NW but if this is true of what I heard that you can login 2 chars at the same time then the online players showed there are just fake and there are never 70-100 players average online. You mean characters but not players, right? And then not even 100 characters are online. You fooled me around? RP is all fine to a point but I get the feeling this mud never leaves the beta phase. You get bored quick ff there is no code supporting you a little bit. Light a candle go into a chatroom and do some medieval things there is nearly the same. The strange amateur webpage made me wonder and now I know why, it is all beta. I think I got fooled my them being in the topmudsites ranking high. I saw not one word on topmudsites that it is beta. With the new insight about double login I keep away from there. Conclusion: Never try to open a mud in alpha or beta phase. The problem always existed since muds. Everyone wantd to be there from the beginning and create the world. But it is not really possible there. You will have a high playerbase in the beginning, once realized, the playerbase will shrink because players want to see new things getting worked on.
TopMUDSites.Com Review by on Feb 17, 2006
I've been playing this game for a year. It's about time I write a review for it. New Worlds is a unique experience. No where else have I found a more comfortable atmosphere coupled with such high level RP. When you log in the first time, you're greeted with enthusiasm, and by a person, not some computer program. Playing is simple to pick up, even for the first time MUDer, yet the complexity of the community keeps veteran players more than occupied. If there is anything to criticize NW on, it's that the characters and storylines and RP are very full, but working in an incomplete world. The game is still in Beta and after you've been there an amount of time, you get the feeling of the game being too big for it's britches. Limitations can be overcome easily with a little creativity though, and the promise of what's to come, based on what I've already seen, is more than enough to keep me playing. If you enjoy seeing out a character and RPing in the beginnings of what will become a very rich storyline, New Worlds is definately worth a look. I'll see you there!
TopMUDSites.Com Review by on Feb 16, 2006
Don't know where to start. Ok, first it is all exciting but it is getting worse and boring after a while. This mud I would not call one which holds a player several years like other muds. Don't get me wrong the RP bonus idea is great but the code of the mud is really poor imho. Perhaps it is not me alone thinking like this because the playerbase shrinked in the last weeks. Once it was in the Top20 and nowadyas it keeps falling which I think it deserved it. This is an ok mud but no Top20 mud. Was fun for a few months but I better look out for another mud. Nevertheless, try it out, perhaps it is something for you but don't say I encouraged you.
TopMUDSites.Com Review by on Feb 15, 2006
I've been playing New Worlds for near on a year and a half now, so my first impressions are probably more than dated. Since I joined back late July '04, I haven't stopped playing since. To put it simply, New Worlds is the best MUD I've found out there. The RP is very indept, hence new players taking a while to get into the flow of things, but, unlike what a past reviewer said, once you've found or created your niche in the game you can RP however you feel. There's no 'follow the leader' in New Worlds. New Worlds is constantly based around conflict Role Play, from a couple breaking up and friends deviding to full-scale clan wars to Honour Duals, the legal (IC legality, not OOC rules) way to PK someone within the main town area. So I guess I'm rambling a bit. Why should you play New Worlds? Because I honestly think the game is made so excellent by such a dedicated playerbase and as the playerbase expands and improves, the game can only follow! If you like Mudding, do as all the others have said and give it a try, stick it out a couple of weeks and I can promise you you'll be hooked! Finn (Neleron)
TopMUDSites.Com Review by on Dec 10, 2005
What a refreshing experience for someone who wants to enjoy a roleplaying environment. There were not that many files to read, people were helpful and inclusive... it helped that I was already familiar with the mechanics of Threshold-which is similar. I -love- how roleplay is encouraged by the roleplay bonuses that are granted in game and by other players. It's not so much that I'm eager for the "leveling up", it's nice that there is a reward for creativity! Bravo!! All of the characters I have met so far (in my limited time) have remained in character... it's just fun! It's relaxed like an IRE game and it's got roleplay, yay!
TopMUDSites.Com Review by on Dec 9, 2005
I've been playing on New Worlds for a few months now, and I personally love it. There are areas it falls short in, as with all muds, however in almost all cases these are trivial things that are being ironed out constantly. Things like small typos in descriptions and such, which can only be expected with a one-man administration doing all the 'fixing' in the place. It encapsulates you in the city. You become a part of your character and vice-versa in a way that is rare to experience. It does not have a bunch of what I like to call rules-for-the-sake-of-rules (things like not being able to wield a silver longsword at the same stage you can wield an iron longsword, just because. Makes no sense, and cannot be explained properly) which I love. When you meet someone, you have little clue of their power other than their reputation, like it should be. However the best thing without a doubt is that roleplaying here is rewarded. All muds claim this is the case, but this is the first I've ever played that is very true to it. It has a guild that does nothing but roleplay, it has great backing for roleplaying without moving characters around like chess pieces, not controling themselves but being altered by other forces. The game allows you to play however you want, and it rewards this play and encourages it as no other I have seen can. If you play, and are able to look past a couple of fickle small issues that are being fixed as they come up, you will love the game, and truly appreciate the characters and administration as all else who play do. I cannot see me playing anywhere else.
TopMUDSites.Com Review by on Dec 8, 2005
Let me just say that I'm writing this review as a newbie to New Worlds. I'm not a veteran of this game. Just two weeks ago I was where YOU are now. I'd finally broke free from my favorite mud (which I played for several years), took a break from gaming and went off in search of something new. I tried New Worlds and, at first, didn't like it one bit, probably because I was so used to having an established character. Still, I gave it a couple of more days and found that it's grown on me. Slowly I'm making friends and enemies which, to me, is what New Worlds is all about. Sure, I can go kill stuff if I want to. But I'm also free to level up based on bonuses from roleplaying if I want to. Ultimately, I think the thing I didn't like at New Worlds at first is what's drawing me in and keeping me now. Player plots are thick and sometimes it's hard to get involved in them. Yet it seems like many of the players will eventually draw newcomers in...probably after they've determined whether or not you're sticking around! So I say try it and stick it out for a couple of weeks. You'll be surprised at how the time flies after that.
TopMUDSites.Com Review by on Oct 28, 2005
Okay, first off, I'd like to say that I've played countless different muds for way too many years of my life, and built on dozens more, so I'm not new to this whole scene. New Worlds, code wise and game mechanics, is probably one of the best MUDs available, and its still only in beta. The Roleplay action is absolutely the best I've seen, and it always stays interesting and innovative. Generally speaking, the people are usually friendly and helpful, as long as you follow the line they set out before you. I only have one complaint about this MUD, and its nothing new or different, every MUD has this problem to some extent, and normally I can ignore it. Certain players, some who are obviously played by the head administration, are not required to follow the same rules and guidelines as everyone else. They often use personal, out of character dispostions to make judgements in game, and if you are the target of this dislike, you might as well retire your character. If you don't RP like everyone expects you too, then you will not make it far in this game. If you have opinions that do not mesh will with everyone else's, keep them silent and do not argue, or you will be gone. One good point to this is if you know the right people, and the like you, you can get very far and achieve very well in this game. Now, I understand this game is run and owned by the Adminstration, so they can technically do whatever they feel like whenever they want, which is often the case. But we can not be expected to like it when it is horribly obvious that out of character opinions ruin the game for so many people. In conclusion, I will probably continuing playing New Worlds. I really like most of the players, and have learned to ignore those I know to be judgemental and vindictive. I don't talk to people out of character, so I never expect to reach any great height of skill or level, or ever have the best equipment, but I will enjoy it as I do, and hope things might change in time.
TopMUDSites.Com Review by on Oct 4, 2005
This is a very friendly, heavy RP mud, with many interesting features. The economy is player based, the tavern is supplied by the local merchants, who also design and create clothing, as well as letting you design clothing for them to make. It is still in beta curently, but there are at least 50 people on most times, and close to 100 at peak. You begin as an immigrant to a small border town, where you learn the ropes, once you have advanced to level 10 in the immigrants guild and have an approved history you become a citizen, when you seek to join a guild. You can join the Garrison in defense of the laqnds against the Warlords troops, or be a cleric to nature, Waylumi, or Dahkoar. You could decide to become a merchant, and make clothing and repair armours and weapons, or be a mage, twisting strange magics to your command. You could decide to be a rogue, without a guildmaster, or seek out one of the hidden societies. There are many avenues to take, limited only by your imagination, and RP. Tours leave daily from the immigrants guild, so stop on by and enjoy the excellent RP found within NewWorlds.
MudConnector.Com Review (Archived) by on Sep 8, 2005
Well, I've done it. No, I haven't finally gotten to the highest level or beaten the unbeatable mob. If I'd done that, I wouldn't be writing a review here about it. What I've done is stay with an amazing game, and extract every ounce (or gram, if you prefer) of enjoyment out of it that I am able to. That game is, of course, New Worlds. I could give you any number of examples of excellent moments I've experienced here. But I won't: what is excellent to one person may be of little to no interest to another. The only thing I can really do is suggest that you try your hand at the game, and if you truly enjoy it that you make it your primary place for fantastic entertainment, as I have.
TopMUDSites.Com Review by on Aug 17, 2005
Gave this MUD a go after reading that RP was enforced. Bit of a different system- I gather that the code is rare, though much like 'Threshold'. Gave it a time, and for the first 5 levels it was different, interesting and caught my attention. In the first ten levels, instead of the standard dull newbie school you are considered an 'Immigrant', and go through the paces of a newcomer to the city, free to travel about and encounter regular players. Only problem is that, betweent he syntax that takes a bit of work, the players (or should I say 'characters' are a bit snooty. While I was an Immigrant' (level 10 and under) I Rped my arse off, in many and varied areas, but found that most RP was happening between people who had been around for a while. My RP was sort of limited to the few things I had experienced in my Immigrant status, which was mostly killing things, to be honest... Full points for most people staying IC, and RPing, though the situations seemed very juvenile and overly-dramatic. I managed to speak with a member of the Fighter's Guild (you can't join a guild unless you adhere to a few trails, and then you have to pass a few tests given by Guilkd members- I never did manage it) to be told that the 'whole Fighters Guild' was going under, and that he was going to leave it. All in all, a good RP MUD up to a point- when you come out of 'Immigration', you're faced with all sorts of weird IC/OOC plot that confuses you. People really don't seem to like each other OOC, and they let it reflect on their characters. In short, difficult to get in to the 'IC' scene, and *very* difficult to avoid the OOC nonsense. Good luck to those who pursue it.
TopMUDSites.Com Review by on Jul 29, 2005
The roleplaying environment is OUTSTANDING. Everywhere I turn I find excellent roleplaying. The guilds are very balanced power wise, there are few instadeath traps, and none that I have encounter that don't have a way out. I've explored a lot of the mud, and even re-explored areas that I havent looked at in a while and I am always seeing new improvements, and catching stuff I didn't see the first time around. I hate to sound like a cereal commercial, but I used to have to play 3 different muds to equal the total experience of New Worlds... but now I just play here.
TopMUDSites.Com Review by on Jun 17, 2005
This is the best MUD i've ever seen,or played. The roleplay is great the world is vast and the people are very friendly.
TopMUDSites.Com Review by on Jun 2, 2005
First, I'll say that yes, this game is relatively fun to play and does have a lot of potential. The roleplay is involving, the environments are well written. The combat is engaging enough to be as complex or as simple as the player wishes it to be. The guild system works well and there are plenty of races and roleplay styles to suit the needs of pretty much any gamer. The game itself can hold interest, especially when it comes to selecting and joining a guild. However, the invasions that occur, whether plot based or simply randomly generated, become old quickly as newer players and weak characters are ushered into "safe" locations and expected to simply remain there. This is not necessarily a bad thing, but when these engagements last well over an hour, and you have the choices of either finding a place to hide rather than getting your unguilded character slaughtered, or simply log out and return at another time, I do not consider it an interesting part of the game. While things like this are necessary for older, stronger characters, they really don't need to last over an hour. I would very much like to see some roleplay themed administration run events in the game world. The game is also still in beta testing, which means ironing out kinks in the clockwork, therefore, it is my hope that these invasions will either become shorter, or be turned into full-scale, world world war events that last for days on end; where everyone from the old 20+ levelers to the -1 newbie who just enters the game can fully participate. All in all, a fun and engaging game, with a friendly and helpful environment, but simple, marauding invasions could be shortened just a smidge. Thank you.
TopMUDSites.Com Review by on May 17, 2005
I was just reveiwing what I wrote last August and I thought I would update it some. From the beginning of the game until now I have found it to be extremely user friendly and the players are willing to help the anyone from a non experienced mudder to those that have been playing for years, like me. From the new player (immigrant) the other players are involved. I can not rave enough about the roleplay and the situations that happen with in the game. Understand that New Worlds is still in Beta and there are some kinks that are getting ironed out but all in all the administration just does not project the "I'm better then you yadda yadda" if they did I would not be here. All rules are generated by players for players. The best thing of all it is FREE, yes you heard me right it is totally 100 percent free. I have asked numerous times to donate and have been refused. For the person that wants to just come and talk or hang out this is the place. "Borging" or hunting all the time is discouraged. You can gain more experience points just by meeting new people and talking about what you want to do with your character. Players also have player bonuses that can be handed out for excellent roleplay. Numerous invasions happen as well, where the whole town pulls together regardless of race or religion there is one common goal, protect the town. On the New Worlds site there is a book that was written, the story lines go from there and are generated by the players for the players. The administration goes to alot of lengths to involve everyone in the roleplay. There are walks of life for everyone that plays. But I will tell you.. roleplay is STRICTLY enforced. I love everyone I play with, there are bonds that my character has that keeps me coming back everyday!
TopMUDSites.Com Review by on May 9, 2005
After played New Worlds for several months now, I am happy to report that it is the most personally satisfying MUD I have found on here. I have tried some other MUDS...especially those in the top 10, but I find many of these to be so laden with spam and confusing navigation that I usually end up giving up on them within a few hours. The admin at New Worlds understands that one can achieve complexity through simplicity, focusing more on hardcore roleplaying than "look at this huge world I built that only I know how to navigate." The starting city is EASY to navigate, with a very simple character creation process. Even if someone has difficulty in their first few hours, there is always a group of fellow players ready to offer whatever assistance you desire. That's not to say that there are very few places to explore. The great thing about New Worlds is that it is still in Beta creation, and so new things are being implemented all the time. Even when the game is completely "finished," admin promises at least one grand event per week (many times more), and unlike past experiences I've had with others, these folks HAVE these events! The only way you can not have fun interacting with other people is if you are a borger who stares at the wall between healing all the time and doesn't respond to anybody, in which case this game is not for you. Really, it isn't. Go away! The group of players in this game is really the best I've ever had the pleasure of playing a MUD with, and careful steps are being taken both OOC and IC to ensure that it remains a world that has equal parts of conflict and fuzzy feelings. At this point you are probably reading this thinking that I am an admin member plugging my own game; I can assure you that this is not the case. In fact, I have been playing another MUD for several years before I got dead sick and tired of how it was run (poorly, by a dictator, but I digress), and I searched for months for an alternative. New worlds is not only an alternative, it is BETTER than the game I played in every way. Better players, better roleplay opportunities, better writing, the works. Best of all, it's FREE...REALLY free...not "free for a while until we sucker you in" like many of these other top games. Free forever! So why aren't you playing already? Start getting into real roleplaying, and quit playing the pretenders!
TopMUDSites.Com Review by on May 4, 2005
New Worlds is a fantasy-based MUD with a strong emphasis on roleplaying. It has a well-defined and complex structure, with 8 races, 10 guilds, clans and religions all having importance within the socio-political system. Although this game is still in Beta there is ALOT going on, and it is a great atmosphere to be in, and even in its beta stage it beats damn near any MUD I have played that has been around for years. At first it is frustrating, as this is one of those MUDs where you need to introduce yourself to others, so, although there may be 60 players on line, as an immigrant your chances of knowing any of them are slight. However, they are interested in you and conversation initiation is relatively fast, particularly if the characters are of the same guild or race. There are a lot of more experienced players. Just listening to them, which they don't seem to mind, lets you get a fair idea of the strength of community in New Worlds. Roleplay is a fundamental aspect of New Worlds and is of a high standard. Players stay in role and there are plenty of plots and storylines going down. People interact quickly (which can be unusual in roleplaying MUDs)and conversations are rapid. There is inevitably some player killing, but this is in role. Hack and slash it's not, its more of a roleplay and think place. To steer away from the traditional 'hack and slash' there are many ways to gain experience (possibly quicker than hack and slash) other than hacking and slashing all day. You may get roleplay bonuses, player to player bonuses, and not to mention the traditional experience for learning more about someone. There are MANY other ways to gain experience with in New Worlds, but I'll leave you to find them . This is a RP-based MUD with some focus on level. This seemed to give an atmosphere of a sense of purpose and players seemed well rounded. There are pre-guild levels, "immigrant", and these are a solitary existence. However, you cannot simply 'breeze' through these levels with the traditional borging technics. There comes a time within your immigrancy that you MUST have player to player interaction - although some may see this as a hold back, I personally found that this was a great way to get into the hustle and bustle of the great RP that takes place each day. As to who should play New Worlds, well, to some degree it would suit almost anyone. However, due to the fact that early days on the MUD are spent pretty much alone I would suggest you would need some basic knowledge about how to get going and have had some experience elsewhere (But they do have a touring system to help you better learn the Mud, but you must take the time, and be willing to learn). If you are an experienced MUDder this is a great place to be, certainly... Read More
TopMUDSites.Com Review by on Apr 19, 2005
Finding a good role playing mud can be like wandering through an endless desert. Mirages of grand oasis at every turn leaving nothing but the taste of sand in our mouths the only sustenance we find. Throughout the deserts expanses we see dotted here and there, the tribes of free to play but please donate for rewards. Beyond them the sometimes impregnable walls of the vast city of pay to play. For those of us who cannot gain entrance to that fair land we find most often little substance in the illusion of free to play. For only those who are willing to shell out a bit of coin will advance to the greater heights. And why enforce rp when the more people who are happy mean more donations in the bank. Nothing wrong with it if that's what you're looking for. But that was not for me. I could not stand the half hearted role playing and the awkward moments with the people who were just there to have the most powerful characters and highest levels. My throat was parched for a grand role playing experience but I was doomed it seemed never to find it. Then I did stumble upon a grand oasis that was not a mirage. And I have stayed there ever since. The best part is it is free to play. No donations, no monthly fee. A cool drink of water for a set of parched lips. It is easy to find technical problems with a mud if you really want to look so I am not going to cover them in my review. Consider this a personal testament to what I found in new Worlds. The past reviews have well covered the fact it is still in a stage of beta testing. It works rather well though even if a bug does dig itself up from the sand now and again. If you put rp into new worlds you will get rp from new worlds it is that simple. You get out what you are willing to put in. This does not mean endless hours of playing back to back like a full time job. It means using your creativity, your mind. It means being persistent. I have been playing New Worlds for almost a year now and I have never had a dull day where my efforts to find outstanding rp have gone without fruition. A lot of people seem to think that the new player quests and such seem like a burden that is not necessary, but I went through it too and if your looking for role play and not a kill fest then its not that big of a deal. Your just doing what comes natural anyway. The story line is also mostly player driven with the event taking place now and then to further a storyline leading to the end of beta. There is yet a lot of room for player characters to grow, expand, and shape... Read More
TopMUDSites.Com Review by on Apr 17, 2005
I was more than a bit surprised by the last review. I think that anyone who plays NW for any period of time can tell that New Worlds is focused on roleplaying and enforces roleplaying and staying in character for all players. RP is not optional. The game is in BETA and features are constantly being added to enhance everyone's roleplaying experience. There are certain things in the game such as mandatory RP quests and history writing to set the tone and playing expectations right away. "Tavin", I don't remember you at all (you must not have played long) if you had you would have gotten to these features and gotten a sense for the true nature of the game. The game is designed to allow a player to customize their playing experience. If you want to listen to OOC (Out of Character) channels you can. If you don't it is very simple to tune them out. I like the fact I can chose to tune everything out and immerse myself into RP -or- I can sit and talk to my friends on an OOC channel for a break. I think that IC (in character) and OOC channels -enhance- my playing experience not detract from it. It helps to build a sense of community both with IC groups and OOC as a game. I've played on MUDs without channels and it can be very frustrating to learn them without easy OOC help, I feel very isolated IC, and I never feel like I am a part of the game as a whole. I guess it all depends on player preference. But as I said, you can make this game what you want in that regard. What is not optional is roleplaying and staying in character. I'm scared to think that permadeath is an end all indicator for a good roleplaying MUD. I've always found permadeath on games to keep me from getting attached to my character or putting much effort into them. Just like in a good Dungeons and Dragon's game, it is beyond heartbreaking to lose a character completely that you have put so much time effort and energy into. I'm sure ressurection and reincarnation was added to D&D back in the day to encourage enjoyability and roleplaying. On the other hand death shouldn't be treated lightly, and it is not on NW. There are consequences and rules to follow in that regard. For some other great things about the game check out some of the below reviews. I suppose we could go back and forth all day on what makes a MUD a true RPI but the bottom line for me is this - I love this game, it is fun to play, and I wouldn't touch it with a ten foot pole if it didn't have a rich RP environment. If you are a great roleplayer I hope to see you on NW soon!
TopMUDSites.Com Review by on Apr 13, 2005
I found this MUD on the Forums of TMS, advertised as an "RPI". Being a player classic RPIs such as Armageddon, Shadows of Isildur, and Harshlands, I was intrigued. I created a character named Tavin and found myself in a custom, unpolished newbie tutorial area. It was a letdown. One of the first things I typed was "help death", and that showed me that death should always be regarded as an IC experience - but it isn't permanent. You simply lose all the people you'd "introduced" yourself too. That was another thing I found disturbing...it's difficult to interact with another character without using the coded IG command "intro ". I imagine that there is quite a race to "introduce" yourself with people, thus adding them to the who list. I was promptly introduced to someone who didn't seem to RP out her introduction - just casually used the command. There are IC global chat channels(world). There are numerous(CHAT, OOC, Immigrant) OOC global channels. Maybe nine or ten of them. The rooms are described in lush detail. I didn't have time to get deep into roleplaying - I was too turned off by the spam that was rolling through my screen. It's a good thing they can be turned off. Despite all this, the game seems popular. There were 61 players when I was in there. The IC world/races are fairly well-documented in an IG, IC library. It's likely that some good RP goes on, but the environment is cluttered and awkward. If you're looking for pure realistic RP with no strange OOC things, I reccomend looking at the real RPIs. This is not an RPI.
TopMUDSites.Com Review by on Apr 10, 2005
I hadn't, as yet got so far as writing a review, I'm usually too busy actually playing the game. But having read the latest review, I felt the need to have my say. I think some people forget that New Worlds has actually only been live a matter of months, and is still in beta. The quality of roleplay, and the community we have built up in these months makes it easy for a new player to not realise how new we really are. I wasn't an alpha player. I came from another mud, which I had played religiously for years, and didn't think I'd ever find anywhere as good. And I didn't. I found somewhere better. New Worlds is just that. New. So given this, there are bound to be some typos and lack of detail in some areas. That is the whole idea of beta. It is a live testing of the game. The guild quest, in my opinion is a great way of encouraging people to roleplay. Yes you might find people who are set in their style of roleplay and might need to alter it slightly to fit in' but isn't that the case in real life? If you are a nasty mean old recluse who is horrible to everyone you meet' you're not really going to do well on that job interview. The way it is set up is to encourage new players (yes new roleplayers not just people who have roleplayed before) to start roleplaying early on. You wouldn't believe the amount of times you find people creating a character and the first thing they ask on the immigrant channel (the new player help channel) is: Where do I go to kill stuff? So yes, they can kill stuff to their heart's content until they reach immigrant level five then they 'have- to start roleplaying if they want to be in a guild. I would have thought a truly evil person would be happy to dupe someone into thinking they were not evil at all. But anyway, I digress. New Worlds has excellent admin, fantastic players, interesting and original guilds and it has lots more to offer than most games that have been out there years. If a few typos here and there (which 'will- be corrected before the end of beta) are going to put you off being in a game rich in roleplay, where your character can create history, daily, where you can join a guild and truly make a difference' then you are truly missing out.
TopMUDSites.Com Review by on Apr 7, 2005
I have been playing muds for a very long time and I have never come across any that are even close to New Worlds. On a lot of the muds I played the admin controlled everything making it hard to start storylines without wondering if you have to have them approved first. On this game the admin lets you control all the plot lines and lets your story grow as long as it fits within the games genre. This game has a lot to offer anyone looking to have fun. You start out as an immigrant and quickly get the hang of the game. Everyone is willing to answer any questions that you have; they make you feel welcome. The game is filled with a lot of cool people and characters. There are many different ways you can play your character, many different races you can choose from, different guilds that you feel would suit your character, awesome powers, skills, and armors to name a few things, which you can obtain while playing. The one that I like about this game is the fact that you have to find out things for yourself, there is no out of character information on which amours are the best, which guild has what powers, and that’s one of the things that makes the game interesting. When I first read Roleplaying is demanded, I was thinking in my head, heard that before, but found out that it is. The game is filled with great roleplayers and it gives you many different options for storylines that you might want to do. Another thing about the game is that it’s free, there are no costs and you are allowed to have a second character at a certain point in the game. I like this because you can change things up a bit, you can take a break from your main character and play your second which allows you to have a different style with it, different religion, and different views. I don’t think that I will ever leave this mud, it’s a great game, I urge anyone looking for a good rpg game to check it out.
MudConnector.Com Review (Archived) by on Feb 11, 2005
This is the first of three planned reviews of this MUD. I have been playing MUDs for 5 years or so, and RPGs for over 20. New Worlds is so different from any game I have played, I want to record my impressions along the way to be able to see them evolve as my knowledge of the game evolves. This review is being done before I join a Guild, so there will necessarily be topics left undiscussed. I will fill in some gaps later, as I learn more. The first thing that struck me is the fact that everywhere I look, Role-Playing really is stressed. Everyone who reads the "not only stressed, but demanded" tag line must surely roll their eyes and nod skeptically - I admit, I did. So many MUDs make a similar claim and fall far short. New Worlds, thus far, has not fallen. In fact, it is SO role play oriented that many of the Help Files have been converted into Books that can be read In Character. I find this an interesting touch. Another aspect that made me skeptical at first, but is slowly winning me over, is the LACK of information. There is not a lot of OOC information available at all. No spell lists for Druids, priests, or mages, no fighter skill lists, no herb lists, no armor charts, no weapon tables, no racial bonus/penalty tables, no class or economic tables...no nothing that you can use to Min/Max your character. At first I found this to be a bit disconcerting. Before I play a MUD, I like to read the web site and check out as much info as I can. Not to be able to pick the "best" combo, but simply to use it as a gauge of the Admin involvement and competency - a rotten web site usually indicates something is missing. Well, the web site is anything but lacking. It may not contain a min/maxer's treasure trove of data, but it is well done and gives an accurate flavor of the game itself. Check it out, and check out the Players section. Impressive. One thing I look for as soon as possible is a list of player names. If I see a lot of Gawain's, Merlin's, Cow-Tipper's, Frodo's, Legolas's, or anything Anime, I quickly move on. You wont find any of that here (one caveat, see below). I have only been playing 2 weeks, but I have seen 2 people log on with names from literature and 1 with a silly name and in all 3 instances they were (kindly and gently) given the chance to rename. Having said that, please do not get the idea that there is a lack of Help. There are a lot of help files and they are very useful. The world is richly detailed and the background is fairly complete. Files on the Economy, Guilds, Religion, history, etc are well written and should be read at your earliest opportunity. The play... Read More
TopMUDSites.Com Review by on Feb 5, 2005
- Parchment nailed to a post entitled: RECRUITING! - Now seeking recruits for all 10 guilds! Requisites for visiting immigrants are simple: Thy blood aged by 18 long years, and a superb sense of style and habit; roleplay is highly sought after, and highly rewarded! The Guilds of Gahlen have posted the following requirements: The Garrison's Fighters: This is the place to learn how to be a warrior! And if you want to join our ranks, you better have guts...Lots of em! With the impending threat of the Warlord (read: Global invasions that are player run!), Gahlen is looking for a few burly men, a few brave women, and the resolve of a warrior to defend this fine land! The Waylumi, divine healers of light, are now seeking angelic souls to incarnate into any of the 8 mortal flavors of the racial buffet, so that joy and warmth may be spread by all walks of life! The Merchants, the citizens with the MOST style in this world, implore you to brush up on your skills and come help them horde all this money!! Grab a hammer or rolling pin! Pick up needles for crafty seaming or wicked tattoo's, or make the brewery your second home! Grab the reins and move your wares to New Worlds NOW! The Dahkoar demand your attention. If you have the moxy to follow their path into the murky shadows of morality, then you are challenged to join them, if you dare. After the torchlight is extinguished, and the candlelight dashed, can you withstand what lies in the dark? The Rogues are not hiring, but do not fret, this is perfectly normal. These people are free spirits, independent contractors, mercenaries for hire, and the finest martial artists on this side of Surik! They answer to no one, and set their own rules. Admit it, it's kind of tempting... The mysterious Druids keep an ever vigilant watch on the world at large. It is not just nature in which they are charged to protect, but also to even out the tipping scales of the fanatical Clerics of Light and Dark. This outstanding game has secret guilds, of which YOU must discover yourself! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Come, dear artisans of both heroic and villainous roots: Add your color and style to our outstanding canvas! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MudConnector.Com Review (Archived) by on Feb 2, 2005
I was quite a newbie to mudding when I began searching the internet for a nice, quality RP mud. I waded through many, many muds. I really tried to give everyone of them a fair shot, but after a while it became frustrating. They were either too hard and obscure, void of any helpfull players or imms or decent tutorials. Some of them were heavily PvP based with no real RP, just pointless killing and competition. Some of them had actually nothing to do with real RP eventhough they claimed to be "RP Enforced Muds". It also made me sad to see that most of them also had only like ten or so players, some of them not even that. I was about to give up and go back to play some boring graphical MMORPG... Then i found New Worlds!! 1) The welcome was warm. It was very easy to begin playing, even for a newbie. the tutorials and helpfiles are great. Also, other players were VERY helpfull. 2) RP. Real RP. Good RP. Everywhere. Always! It's Great! 3) The guilds, races and politics are all well thought and balanced. 4) Lots of events and RP happenings. 5) The world itself is very nice. Lots of room to explore and hunt monsters (yes you can do that too even if it's an RP heavy mud!) 6) Even if you are new to mudding or RP, this mud is a good place to start. Everyone is so helpfull. This is also THE mud for RP/Mud veterans looking for QUALITY and FUN and REAL RP. 7) It's still in early beta! So you still have time to make a permanent effect on the world! 8) Best of all... IT'S 100% FREE! No costs whatsoever! What are you waiting for? This is the Mud we have been waiting for. Just connect, create a character and start having fun!
TopMUDSites.Com Review by on Jan 21, 2005
Of all the games I've played, New Worlds is by far the best. It's got indepth roleplay, a very active admin and is very newbie friendly. Most games are all hack and slash, whereas New Worlds isn't. Roleplay is not only required, but it is demanded here. The players themselves, I believe, are amoung the BEST out there. You never lack for something creative for your character to do with all these great players around. With weekly live events, you never know what's going to happen next; even the players host events. New Worlds by far is the best game running, give it a try and see for yourself as to why I consider it the finest RPG online. If you love good roleplay, then join the rest of these great roleplayers on New Worlds, you won't be disappointed!
TopMUDSites.Com Review by on Jan 3, 2005
I had been on the search for a good roleplaying MUD for months before I tried New Worlds. I will have to say I came on the MUD with a bit of a cynical attitude. There are many MUDs listed here as "roleplaying enforced" muds and so little of them actually live up to that title. I expected the worst logging into New Worlds, but ended up getting the best MUD experience I have ever had. For me it is about roleplaying and getting into a character. If I wanted some sort of hack n' slash game I would be playing any number of graphical computer games out there. Roleplaying is self enforced by players on the MUD but not in a negative or condescending way. The Administration is open and friendly. It makes for a very welcoming environment. If you are a mature roleplayer that wants to try a great MUD come give us a try! If you want another mindless hack n' slash MUD I can send you a whole list.
TopMUDSites.Com Review by on Dec 27, 2004
In all my 4 or 5 years of mudding experience, I have yet to find a friendlier, more open environment. New Worlds is, without a doubt, a mud for role playing, not hack and slash monster bashing. If that is what you want, you will find a diverse selection of characters, as well as real neat features like player influenced and run religious orders, merchant run economy, and much more. But this is beside the point. What I like most about this place, notice I said place, not game, is that it feels real. While you are here, you leave your old self behind, or it really feels like you do. You become the merchant, or the noble, or what have you. Despite only having been here a couple of weeks, I have to say that I have found a home. Were I able to rate the experience, I would give it 6 stars. 5 stars simply is not enough.
TopMUDSites.Com Review by on Dec 18, 2004
I began playing the beta phase of New Worlds, and was really impressed with how it sized up to my previous gaming experiences. I thought it would be fun to rate New Worlds in terms we can all relate to, good old fashioned dice rolls! STRENGTH: 18 This exceptional mud is has a solid player base chalk full of some really fun and interesting characters. CONSTITUTION: 16 This mud can pack a crowd without turning into a mess of lag that's highly common on many muds out there. DEXTERITY: 17 A variety of races, a variety of places! Finally, a mud that allows your roleplaying creativity to be flexible without restriction! INTELLIGENCE: 16 Skills, abilities, items are all unique and interesting. The possibilities in this game seem unending! The game Artificial Intelligence is really impressive! WISDOM: 18 The Administration is extremely helpful and very active. You won't find a cooler Admin anywhere! CHARISMA: 18 Playing in this world leaves you feeling rewarded. Everyone is so very kind and helpful. Why don't you come add grab a bit of this beauty, influence, and power for your own character?! Please check out this amazing community of players on a fascinating mud! See you soon!
TopMUDSites.Com Review by on Dec 5, 2004
After playing various muds over a period of about 7 years, and been a builder for three different games, I have to say New Worlds has managed to impress me. It's heavy roleplay based gaming makes for a distinct change from more typical "kill 'em all" games that can get quite boring after a while. In-depth player storylines, politics, and religions keep even the most advanced of players intrigued for hours at a time, but without forcing anyone to participate. The player base is exceptional - Inventive, Friendly, Helpful and they strive to include every one. The overall layout is easy to understand with a generous amount of help files and people always ready to answer questions, making it a wonderful starting place for those who have never mudded before. True to it's name, the structure of the world is consistently growing and changing with new game additions and new players. I have recommended this game to several people, and I think it is a good place for both old and new players alike to mingle.
TopMUDSites.Com Review by on Dec 5, 2004
i have been playing daedal macabre for about 2 years now. when i first joined Daedal i was really stunned by all the nice players and immortals that helped me, first with learning the game cos it was the first mud i played, and after that i was really eager to learn how to roleplay for that was pretty new to me also, and many bouth players and immortals took theyre time and helped me with that also and i can say im not the sharpest tool in the shed so my guess is i was a real pain in the ***, but they still hanged in there and helped me whenever i had a problem. i have tryed to play some other muds, but no one of them has been even close to the tons of fun i have had on daedal. nor do they have had close to the same community. tons of fun might be a little hard to know what it is, so i will write some stuff down and ill put some facts on daedal in also. firstly daedal is a medival "RKP" mud with 10 race choises and 55 subraces example, race "solar" then you can choose to be eighter nephilim or a sephelim.(where race is solar and subrace is sephilim) and above that we have 11 dragon races AND some remorts. and we have about 15 classes that include paladin, necromancer, psionisist and an advanced monk class where you can write in how you want to hit youre opponent with "light punch, medium punch, light kick, medium kick and some more options" that can also lead to you finding a "hidden" combo of punches like nervestrike. and lastly we have a merchant class that specialises in the making of weapons, armor, cloth and jewelary. the pk part of the mud is choosable so you can choose to be nopk and only roleplay if you want, if you choose to be pk you have about 400 spells/skills to defeat youre enemy (not on one charakter tho ;)) if you are a more peacefull person there is still mutch to do we have fishing, questing, digging and mining and alot more. i can rant on and on about all the features on daedal but if you read this far i really think that you should come in and take a look and find out for youre selfes,i can promise that you will have a good time on daedal.if you dont you can find me in game and poke me in the ribs with our emote system ;) /// Kioro
TopMUDSites.Com Review by on Dec 2, 2004
New Worlds touches on aspects that would make a lot of other online games far better than they are. It possesses several key factors that make the gaming experience all the greater: - A playerbase that is both extremely friendly and helpful. - Player driven storylines, religions and economy. - Expansive and explorable even at introductory levels of character development. - An empathetic Admin who is frequently available and willing to listen. - A vast series of help files that are both easy to understand and incredibly useful. - A truly roleplayable environment in which to develope a character identity. The player driven issues alone are substantial enough to give this game an edge. Religion is generally one of the most substandard areas of gaming; fleshed out when you begin play, but in New Worlds, religion is based upon individual character perceptions and is open to vast interpretations. The gameworld itself prompts character development. This is a game that is simply far more playable than most of its competition, remaining in character is effortless and enjoyable. It is the administrator, however, that sets this game most apart from others. He is very helpful and allows open communication between players and himself, making the gaming experience all that much more enjoyable. The game is still in its Beta stage and all ready exceptionally stable. I highly recommend New Worlds to both the seasoned player and newcomer alike.
TopMUDSites.Com Review by on Aug 28, 2004
I doubt you'll find a bad review for this one. Whoever tried it, LOVES it. It's only been in beta for a couple of months, and already has 20-30 people online, on average. But thats only the beggining... A bunch of things set it apart from the rest. -Roleplay is enforced, so you are always surrounded by the illusion of an alternate reality. -Player run buisnesses, guilds, economy, etc. -Different races, classes, skills based and level based system... But thats not important. What -is- important is the people. The administration could not be better, and treats it's players like family members. No one will yell at you, punish you, berate you, or force you to pay. The player base is absolutely amazing. I've yet to meet such dedicated, friendly players, And I've yet to run into new player who feels alone, bored, or left out. In other words, if you give it a try, you'll be addicted in no time. After 5 years of mudding, this is definitly the best place I've ever logged on to! -Afel
TopMUDSites.Com Review by on Aug 26, 2004
Well were to start?! New Worlds really lives up to its name. It has difference citys, races, and multitudes of excellent places to have advantures in. It has an excellent immigration guild which is always welcoming the newbies and getting them set up for life in Gahlen (The main city). After graduation there are many guilds to choose from but I'm not going to give too much away. The game is extrememly user friendly and if you don't understand, there is always someone around willing to help out. New Worlds is all about roleplay but also has channels where everyone can interact out of character. The one Admin is Andrew, who deals with all of our problems in and out of character also. If we have a problem it only takes a mail to sort it all out. Basically its a very laid back casual game were people can make their characters grow at their own rate. No expectations. And the best thing unlike so many other top games is that THIS ONE IF FREE!!!! It doesn't get any better!!!! Try it, you'll be addicted like the rest of us.
TopMUDSites.Com Review by on Aug 25, 2004
I'd also like to give an awesome review to this mud! I've been mudding for a LONG time and I've yet to find a roleplaying mud that I have enjoyed this much. What I most appreciate is the positive feedback you receive from the creator, Andrew. What a refreshing change from prior muds I have played where humiliation and finger pointing seemed to be the norm. The players are newbie friendly and seem to stay within character. The areas that I have seen are well written, with correct spelling and fun to explore! I highly recommend this mud for roleplayers that want to have a great time and have a bit of hack and slash to boot!
TopMUDSites.Com Review by on Aug 25, 2004
I have been mudding for about twelve years now. I've jumped from place to place looking for decent roleplaying, and always found everything a bit disappointing. A friend called me up one day and told me excitedly that I'd better check out this place he'd discovered the night before. I actually told him that I was planning on giving up mudding, and focusing on tabletop roleplaying. He told me to atleast give New Worlds a shot. I agreed and logged later that afternoon. Character set up with very easy, and the creation area was well planned and filled with some very useful information, unlike some other muds where one is forced to sit and read through an hour or two worth of help files. I was excited to see that this mud has several systems allowing those who prefer to roleplay a chance at advancing in levels, and abilities. There are several systems to reward excellent roleplaying, and I think it has done a fine job in developing the mud into a TOP notch roleplaying mud. There is even a system for players to reward players who they believe are good roleplayers. This mud has definitely renewed my faith in online roleplaying. In short, if you are a roleplayer, you probably want to check this place out. If you're not a roleplayer, you will not find much here to your liking. If you want to become a roleplayer, this is an awesome place to start because their staff is incredibly friendly! I have finally found a home mud. :) -B
TopMUDSites.Com Review by on Aug 25, 2004
Being affiliated with the mud world for the last 6 years I have come acustomed to several different player bases. i.e. hack and slash, total roleplay or the in between that makes it all worth while. I have to say that after being a part of this mud for sometime now that this is where my home is and probably will be for a long time. I have to agree that having 1 admin makes it a bit hard to get the little things taken care of but I think Andrew does a sufficent job. Roleplay is commended with several bonuses and the player base is wonderful. I know that tomorrow I will see some of the same names that I played with today and that makes "ME" want to return. Nothing is more upsetting then having roleplay going on and someone just up and leaving, with no explanation. I think a home has been created and will continue to be created for those in the mudding world. I highly recommend this mud for the serious gamer and the person who takes roleplay to another level.
TopMUDSites.Com Review by on Aug 25, 2004
As the text-based roleplaying game slowly dies amidst the advent of bigger and better shooters and multiplayer graphical games, only a few gems remain. Internet roleplaying is all but a myth unless a group of dedicated players come together with the same goals and ideas for a quality environment. New Worlds fits this mold. Only in its beta stages currently, after opening on June 15th, 2004, it averages 20-30 players from all around the globe at any given time, all of them committed to contributing to a rich environment both in gameplay and in roleplaying. Plus, the mud is rapidly growing. From the day you join the game, you can become involved. New Worlds seemlessly allows the newest characters to travel the world with a party of older characters, contributing to the group as well as receiving benefits, with a strong emphasis on interaction over the standard, and often unrealistic, need for continuous combat without interactivity or roleplaying. Playing the mud never feels like a job, because there's no incessent need to gain the next level or find powerful gear to be useful. You just plug in and have a good time, whatever your fancy is.
TopMUDSites.Com Review by on Aug 19, 2004
Playing here for a few months now, this mud has become my primary home. Although the playerbase is still small (15-35, growing rapidly), it proves to be a great enviroment for roleplay. I recommend this mud to anyone who is seeking a rp intense mud. The world, players, rp, storyline, and much more are expanding rapidly. The admin and playerbase is newbie friendly and make it a great place to play!
TopMUDSites.Com Review by on Aug 16, 2004
After playing this game for several hours, I must say that I am very impressed with what I have seen so far. The game, while currently in beta testing, seems to be clean, stable, and the playerbase is extremely friendly. As a newbie, this game is very easy to pick up and familiarize yourself with, especially if you have any previous mudding experience. The world seems original, and the administration is watchful without seeming too much like "Big Brother," not to mention appreciative of help offered. I would recommend this mud to people looking for new venues in which to roleplay, and to find a community to belong to. -Talon
TopMUDSites.Com Review by on Aug 2, 2004
Newworlds has only recently been opened for players and is still officially in beta, but the game is well-developed and an excellent place for people interested in roleplaying in a fantasy setting. The game is level and class-based with your standard classes making an appearance. There is also a special merchant class which controls much of the economics of the game. I would hope that as the game matures and increases in its playerbase, more guilds will be opened up since it is a bit limited in the guild choices available. Leveling is reasonable and there are several unique powers in each guild that make it worthwhile. The world is medium sized, giving players many opportunities to explore as they progress through the levels without being so large that no one is ever nearby. There are also automated quests as well as frequent admin run quests to further the roleplay. The game is roleplay enforced, so the of course the players determine much of the quality of gameplay. For a game only in the beta stage, there is a relatively large and consistent group of players, with lows around 10 people and peak times over 25. Players are also spread all over the globe almost guaranteeing a small group will be on no matter what time of day. Both the players and the administration help new players learn both the syntax and creative aspects of the game, and roleplay advice is available for those seeking it. Unfortunately, only one admin is visible, so non-essential bug fixes can sometimes take some time to be fixed. However, any immediate needs are addressed as quickly as possible and the game appears to be very stable. Overall, it's a very fun mud to be part of and I've been happy with the whole experience. Newworlds has become my primary mud and I look forward to watching it grow.
TopMUDSites.Com Review by on Jul 29, 2004