When one of my friends from Star Wars MUSH contacted me to invite me to the then-invite-only splinter game that he and several disillusioned SW1 players were starting, I was, to say the least, incredibly skeptical. Some of the names I saw on the WHO, including the MUSH director's, were names that had me inclined to run for the hills - but I also saw many old friends that I had lost touch with after leaving SW1, and decided that giving the game an honest try couldn't hurt. I am SO glad that I did. Star Wars: New Worlds is one of the most amazing games I have ever had the privilege to play on, due in large part to the atmosphere and policies laid down by its staff. Most Wizard positions are elected democratically by the playerbase at large (the exceptions being the Director's Council, which includes the code wiz, head gamemaster and similar - but the Director itself is also an elected position), and they can be impeached for misconduct. There is a Players' Council who serve as a check against the Wiz Staff while also working with them - many decisions that wizards would traditionally make with no input from players are first run by the Council, and require their stamp of approval before they are put into effect. Faction Heads, such as myself, are elected by their factions, and it is our job to help craft the MUSH's larger story, create roleplay for our factions, and generally make sure that the theme of our faction and the game itself is being adhered to. The staff here say 'yes' a lot - fun is the primary concern, and I can say without a doubt that a lot of fun is being had. Players are very welcoming and helpful, and all players, even those with poor reputations from other games, are given a clean slate here so that they can start fresh. (There have been some exceptions - in my case, I believe in new beginnings for everyone, but not for a guy who sexually harassed me and many others within my faction elsemu* - I'm a forgiving girl, but I can only be comfortable with so much.) Roleplay is happening constantly in all factions (though the CSA is still small and in need of some dedicated players - most business owners are presently alts), and the players for all of them - even rivals - get along very well on an OOC level. TPs are run by the staff and GMs on a nightly basis - almost too often, sometimes! - and if someone is bored, all they need to do is say so, and someone almost always pounces upon them to have a bit of fun. This is a MUSH that was started by a group friends, and that atmosphere continues today, even though the game is open to the public - it's just that everyone who joins us is added to that circle. Star Wars: New Worlds MUSH is an amazingly welcoming and supportive game, and I highly recommend it for anyone who wants to tell their story as set within the Star Wars galaxy. I'll be there to help you do it - and so will everyone else.
– MudConnector.Com Review (Archived) by Starwind on Feb 11, 2009
SWNW is an expansive experience with an impossible number of options both in chargen and then in the area of ships, weapons, and faction options. It uses a basic WEG D6 style system, so classic RPG'ers and Star Wars fans will understand it easily and be capable of joining the game easily. The game does have a rather long history as it is a spin off of another MUSH but the wiki has excellent information for gaining a quick understanding of their theme and direction. The game maintains its Star Wars theme and is fun to play. There are a lot of players that connect (50 or so during peak hours), and the players and staff are very helpful. The game is still rather young and some of the rooms and code is not complete, but the staff is working hard on it. Overall if you are a serious RP'er looking for a roleplay focused game, I recommend Star Wars: New Worlds to you.
– MudConnector.Com Review (Archived) by Anynomous on Feb 8, 2009