“The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again.” ? Robert Jordan The Sea of Storms is one of a handful of MUDs available which are based on or set in the Wheel of Time universe. There are four things that the player can experience which majorly set this game apart from the rest: the roleplaying system, the travel system, the combat form system, and the channeling system. The world is completely custom, with several popular locations available for players to explore, such as the cities of Cairhien and Amador, the Aiel Waste, and the Blight. The game uses a world travel system, which allows players to use an ascii world map to transition between locations, or explore the wilderness in search of treasures, solitude, bandits or more. Traveling on the world map is limited by your character's movement, which restricts you from making incredibly long journeys too fast, and helps to convey the actual distance between these locations as you wander around the known world. Once you get your bearings, you will learn the importance of the roleplaying system. TSOS is a roleplay-oriented MUD. You are in-character the entire time you are logged in. The global chat channel is OOC, and you have a command to speak out-of-character to help coordinate the story, but any other interaction is expected to be played out as your character. Enforced roleplay is not an alien concept to MUDs, but TSOS has a unique system driven by the RP Counter. When you talk and emote with other players in the same room, the game monitors your actions and slowly advances this counter as your roleplay unfolds. When your roleplay counter is above zero, you gain experience points over time, and the higher your counter gets, the more experience you gain. This system actually rewards players for roleplaying, rather than simply enforcing being in-character all the time, and encourages players to meet and roleplay in place of grinding faceless NPCs for hours. The combat system has been heavily reworked from the standard auto-combat system you may expect from SMAUG. If you watched Rand al'Thor performing 'The Falling Leaf' or 'Heron Spreads its Wings' in the fight scenes of the novel series, this is exactly what you can expect to experience. Rather than having rounds where you and your opponent strike each other until one of you falls down, every round has each of you pick one of your 'forms' to use for that round, and then compares them. Each form has special properties, and is particularly strong against certain other forms giving it a bonus to win the attack. You do not get to pick the forms yourself; rather, you have a passive skill called 'battle sense' which picks for you - the better your skill, the better job battle sense does of picking the right for... Read More
I would say that this mud has the most potential out of many of the 'Wheel of Time' theme MUDs/MUSHes currently in existence. The main problem with this MUD is overall lack of accessibility and lack of freedom with character creation. A common critique of most Wheel of Time-themed MUDs has to do with trying to stay true to the limitations and mechanics presented in the series while maintaining some element of playability. Some MUDs, do this brilliantly. It is for this reason that particular MUD routinely boasts 40-80 players a night, while more worthy, attractive and detailed MUDs, such as Sea of Storms, struggle in obscurity. There are a great group of players on this MUD, many of whom have been here for years. The RP is good, the location descriptions are very well done, and the presentation is extremely polished. My main critique has to do with the character creation system as it applies to magic using characters (hereinafter referred to as 'channelers'). Four of the six main characters are channelers and it is arguably the magic system that sets this series apart from a multitude of fantasy series that quite frankly use the same concepts, storylines, plot progression and themes much more ably. Thus a large portion of the fans play these games to create channelers. The Sea of Storms character creation system and the implementation of the progression of channelers seems designed to thwart the desires of the player and even worse, punish new players for their lack of familiarity with the MUD - much of the information about which channeling abilities are available to a character can only be gleaned after a character has been created since the helpfiles and spell information system is not accessible during creation, and it is quite possible to play a character for upwards of hundreds of hours only to find out that the spells you made many decisions and sacrifices for are inaccessible due to an invisible gameplay mechanic that can make your character sub-standard and even worse, not what you wanted at all. This has gotten worse recently, in the form of hard-coded changes to the creation system that extends the range of channeling capabilities from the very weak to the very strong. While this seems a good thing, the problem is that the changes now make it impossible to reach the minimum requirements for the strongest spells, which once again, required a trade-off in overall capability in the first place, and worse, directs characters down an avenue with lessened control over the streets they may want to take. You can literally have an idea that, like some characters in the series, it is exceptionally hard for your alter ego to access spells involving fire or earth to the point of uselessness, and be told by the system that this is impossible. It is puzzling why a skill-based, level-less MUD would put so much weight on numbers chosen before you started RPing your character, and can... Read More
The Sea of Storms has been an interesting place to spend my mudding life. I started there shortly after my hack n slash days as a mute channeler who got a job as a barkeep and musician at a popular inn in Cairhien. I'd never played a MUD that had a place in its Roleplay enviroment for a unique character that couldn't speak and was also afflicted with the slow approach of insanity [caused from being a Male channeler] From my mute character I ended up playing several others including: Aes Sedai, Whitecloaks, Tinkers, Craftsmen, Weapon Master, etc. Anything from the books or anything a player can think of to roleplay that is within theme is possible. The staff was normally helpful when I was a player. I sometimes felt they were holding me back and during my more rebellious years there I did some mild policy violations. Still I learned the staff was just trying to preserve the concept of the MUD and not so much hold me back as guide me down a much more reasonable path. Eventually I became a staffer myself and got to run some very fun events. Stuff like the borderlands attempting to retake Malkier, Searching for the Horn of Valere, and murder mysteries. Would be just a few of the events that a player can experience on The sea of Storms. The RP opportunity isn't the only bonus on the sea of storms. The code aspect is also amazingly involved. We have over 200 weapon forms for sword, axe, staff, dagger, spear, ashandarei. With also have over 90 unique weaves for our magic system. This combined with a mostly classless system that is instead replaced with a talents based system allowing for high levels of character customization. Overall it's been a great 8 years and with my new position as head of PR. I hope to have another great 8 years with new players from the Mudconnect community.
This is the sort of MUD for hardcore roleplayers and hardcore WOT fans alike. The Sea of Storms, also referred to lovingly by the players and staff as TSoS, is one of the best MUDs out there in my not so humble opinion. The great thing about The Sea of Storms, unlike most other WOT muds out there is that it is set in a Pattern World where Laman never cut down the Great Tree, and the Aiel War never happened. Unlike some other MUD's like it, there are very few book characters involved, and the majority of them are set at the peripheries. The code is beautifully built, and continually being added to. Many various MUDs (as opposed to MUSHes) trying to build a solid roleplay environment do so by segregating RP from Code. Well, the beautiful thing about this MUD is all of the strength that a character gains, is through Roleplay. Skills, Combat Maneuvers, etc, are all learned from other players, ICly. We also have a solid channeling system in place, using the Five Powers, varying strengths and skills, and a system by which various weaves can be learned through experimentation. The character creation system is rich, and beautifully done, using character traits and a basic point buy system by which one can by talents such as forging, weaponsmaster, assassin, and a variety of other things which helps create a world that is rich in characters. There are no classes. Each character can be as different from each other as players create them to be. There are quite a few guilds and organizations available for people to choose from, including several entirely player created ones. Some basic points - Player run organizations (White Tower, Whitecloaks, Cairhien, etc). - Player run economies, including forging armor, weapons, shields, tailoring clothing, making instruments, etc. - An active Imm-Staff - Both IC and OOC Events for the fun of the players - Numerous areas - Rich roleplay - You, the player, can shape the course of the MUD. So what are you waiting for? I look forward to seeing you there.
Hardcore WOT fans, looking for a place they can rise to the level of an influential person in the world, should definitely check TSOS out. I started playing there when there were not many people at all, and over the years we have struggled to keep much of an active pbase because of the reputation we got as an 'incomplete mud' due to many of the talents not being coded in. Since those days however, we have come a long way, and added a significant amount of areas, skills, weaves, ect. TSOS is all original, with custom channeling code, custom pet code, and my favorite, a weapon forms system for all of our weapons (sword, staff, dagger, axe, spear, and the newest, ashandarei), each weapon has 8 levels of mastry, each level with it's own weapon forms. All sword forms are taken straight from the novels, and the other weapons are all named with similar format to the swordforms. We have a unique overworld travel system that allows for quick travel between areas, fully implemented dreaming and sniffing code, aiel, borderland, and seanchan hand to hand combat systems, as well as a standard hand to hand system all players can use. Characters are allowed to submit rp logs, and receive character points for them, which they can use to do many things such as purchase player homes, improve equipment, buy skills and talents they did not start with, and much much more! There is a locker system, and every character starts with 50 locker item slots, where equipment is always saved in addition to the fairly large amount that each character can carry on them. Custom crafting code allows characters to become tailors, smiths, bowyer/fletchers, ect. We have blademasters, wolfkin, dreamers, assassins, woodsmen, channelers of both sexes, and gosh..we have so much more now then when I started it's hard to keep up even for me. The newest areas added just the other day are the ruins of Malkier, The Braem Woods, and New Braem. A 600+ room Caemlyn is 99% ready to implement so players can look for that in the next month or so. The combat system is really the best I have ever seen, weaponmasters can rise through all 8 levels of a weapon to become true blademasters. Other talents are more limited in how good they can become with a weapon, or what weapons they can master, my personal favorite talent is assassin, with skills like projectile catch, escape, shadow (combo sneak/hide/ with undetected 'follow') plus many more. Missile weapons are fully coded, smiths can forge heron marked blades once they have mastered weapon forge skills, I can go on and on. This MUD is the coolest I have ever played, and needs more dedicated players to really get the world in the shape it should be. The skill system is unique, allowing characters to only learn skills and weaves from other characters, or buy them with character points. If you are looking a... Read More
Sweet, Short and Simple is often best so I've been told. There are a vast number of skills, many of them hidden away from the public eye only coming to those who deserve them most. And unlike most muds where grinding and griding is what gets you to be the most worthy, its how often you roleplay and how well you do so, along with community involvement. The melee combat system is possibly some of the more intricate in appearance and very Aesthetic to the eyes as you watch it unfold. Hundreds of weapon styles and attacks that literally must be learned from players rather than NPCs develop a deep involvement with others, and a number of roleplays for everybody, those weak, and those strong. The channeling system is superb, simple to use, but at the sametime complex and beautiful in its own way. The ability to learn weaves by experimenting with the elements of nature, and developing a strong sense of power along with it, channelers are something everybody should strive for someday. There are npc run quests, some with incredible benefits, others with not so amazing benefits, but each one holding a simple storyline that changes a small aspect of the game with time. For example, currently, there is a fur trader, whom after receiving enough pelts, opens up a new branch of equipment. Some of these quests are hidden, and it is up to you, the player, to discover them. This is just touching the code aspect of the game, and the real beauty is the roleplay system. You get rewarded for superb roleplay with experience and character points. Experience can be used to further develop your character physically, while Character Points develop them mud-wise. Buying a home, setting up a guild, developing unique traits, similiar. The players are friendly, the staff is even friendlier, and most people are up and available for roleplay if you can pester them enough. In fact, the only negative thing I can think of after all the years I've spent playing here, is minor difficulty in adjusting to the fact that you REQUIRE roleplay to advance. This scares off a lot of our potential players, and I can only hope it doesn't scare you.
In my time at the Sea of Storms I can say that I have more than enjoyed myself. Great Wheel of Time roleplay based upon the books by Robert Jordan, a ton of awesome events, helpful and friendly people, and systems that seem to be taken from right out of the books and slapped into a mud. In my time I have gone from playing several male channelers (one of whom eventually claimed as a False Dragon that moonlighted as a Darkfriend) to a deplorable Child of the Light Inquisitor, a Tailor/Jeweler, a rogue assassin, and even sword for hire to an Army attempting to reclaim Artur Hawkwing's Empire. And all that was before I even joined the staff as a Guild/Events immortal. The channeling system takes Jordan's intricate workings of the One Power, seperated into Saidin and Saidar and makes it come to life. Everything is as it is in the books. Too much channeling at early stages will cause you to grow addicted to the One Power. Male Channelers are subject to the taint upon Saidin and eventually grow crazy as they progress. With over 80 weaves accessible to a player the possibilities are endless. Channelers can even progress by themselves for most of the way by experimenting for new weaves, allowing males to keep their horrible secret to themselves. The forms system that we use here is equally intricate, but unlike channeling, you must learn every form through role-play with our characters and sparring. Axe, dagger, sword, spear, and staff are all fully fleshed out with 9 levels (form level 0 - 8) of forms, with 8 forms in each level. As well the ashandarei (Mat's weapon from the books) has been coded in along with all the forms from level 0 - 8, to give the truly dedicated something to strive for. Depending on what talents you choose in creation also determines what you can learn, as a Weapon Master would concentrate mainly on the purely physical side of fighting and his forms, but someone who may have chosen Assassin will have to use stealth, cunning, and a sharp wit instead. Wolfkin is also coded in, allowing one to "run" with the wolves. This gives one access to several skills that give the player a great advantage in close quarters combat. As well, wolfkin also have a "wolf dream" very similar to that of the Dreamers, where one can enter Tel'Aran'Rhiod (The World of Dreams). Needless to say, this is in my opinion, the best Wheel of Time mud out there, I've been stuck on it for 5 years now, and you should come and try it out too. We'll be waiting for you. -K
[Please Excuse English and Grammatical Errors. I am korean] In my years here, all I can say is wow. They have an incredible system of channeling, and weaving. You learn new weaves either by being a wilder and experimenting for them, for finding another player whom has the weave you require/desire. In fact all aspects of this mud is done so, making roleplay the easiest way to grow your character. Roleplay is almost essential, but not completely neccesary, unless you want to become an expert weapon's master. Without a single bit of roleplay, you can become a mighty channeler, and stand by the side of the Reborn, or be your everyday citizen. Some players have even become bartenders, and merchants. If you prove yourself a worthy rper, you'll find that the immortal staff may be willing, perhaps more than willing, to give you a far more difficult, challenging, and powerful character. Currently you can only be a human of most nationalities, but with proven rp - you can become an Aiel, Wolfkin, Ogier, and perhaps even greater things. I myself have become a warder, to an Aes Sedai (Duh -winks-), and find it extremely enjoyable to be so, as I can get constant roleplay whenever I desire, as all I have to do is call up my Aes Sedai. Not to mention, the occasional new player tends to have a liking toward the tower members, so I have more people to interat with. Most players are extremely friendly, as are most of the immortals, though being caught breaking the rules intentionally a number of times will not be taken lightly. As all things, There's a bad side along with the good side. My main complaint would be a lack of new players, rather, any players. with 4 players on average, and the lot of them busy with other things, the mud is dying. We NEED you, to make this mud a more pleasant place to be, and a far more interesting thing to be commit to. This mud is rather difficult, and for those who are not serious about mudding, have a tendency to quit before they even start. Another fault, though its simply due to my previous mudding experiences, would have to be the lacking of weapon varieties, and control of a battle. Once initiated, the only real command you can give is to grapple, or to flee - thus, there's no real player skill required, as character/code skill is all that factors anything. And this complain would probably most illogical, but the lacking of NPC run quests. You have to find a player who wants something done. And the chances are unlikely, due to the simple fact that only highly skilled players have the money to pay for it, and could easily do it on their own. It would be nice to see a bartender offer money if you ran down to some other city and obtained something, etc. Team work is not truly required this... Read More
Are you a Wheel of Time fanatic? Or are you looking for a real role-playing experience? Then this mud may be what you're looking for. I've only gotten a start on this mud but already I'm very excited about it. This place is patterned after Robert Jordan's world. And it is all about role-playing. There are no classes, no levels, no NPC teachers to teach you skills. There is no mindless mob-bashing. Everything you do has to be reasonable. You as a character have to find the teachers to teach you what you want to learn. But it all has to be done in role-play. You can create nearly any character of your liking, though there are a few (such as Nobles, Wolfkin, Aiel, Ogier, or Seanchan) that are available by application only. Other than that, the only limit is your imagination. If you want to be a thief-catcher, a merchant, a farmer, or a woodsman, you can be one. You can be part of the White Tower or the Children of the Light. You can be Dragonsworn, or even take part in one of the player-created guilds. How about becoming a male channeler and having the taint ooze into your being every time you channel? How about being a Wilder and having to overcome your block? How about learning to channel and being severed from the One Power forever? Every aspect of the mud is based on the Wheel of Time. There is an awesome channeling system, where you get to learn different weaves. You can learn different forms for different weapons in combat. If you're concerned about unfriendly people, you have nothing to worry about. The people are very friendly and are very willing to answer questions that you may have. They'll get you started on your journey in the mud. The only problem is that this mud does not have enough people. To make the mud more enjoyable, we need more people who have patience and are willing to create a three-dimensional character. I hope you've gotten excited about this mud and I hope to see more people on the mud soon :)
Granted I am probably a bit biased, but I have tried several muds after this one, and none have left me with the desire to play it, to get my character stronger. I have been playing this mud for over 4 years and have since been made an Immortal, the head coder, of the mud. Its been an interesting experience, which I'm sure anyone who has ever programmed a smaug based mud has noticed... The mud centers around roll play, so if all you like is mindlessly wandering around killing things, don't expect to be pleased. You learn by roll playing with those that already have it. And although at the time I write this there is a small shortage of players, that just means its prime time to create a character. Being as we have lots of available slots open for an RP savy players. Don't get me wrong, just logging on won't get you set with an ungodly character. But we do have spots available, so feel free to log on, learn the mud. Roll play with anyone and everyone around, log them, and send it in to the immortal staff for review, and feel free to drop a request for a strong Child of the Light, or Wolfkin, or Aiel, or Aes Sedai, or anything else you can think of. All in all, come on down, and if you like RP, even if you suck at it we don't mind, we'll help you get better, try us out. And hopefully you'll be like the few of us around who look at every other mud an realize what its lacking.
An awesome and complex game based around Wheel of Time. Unlike most MUDs one plays, the Wheel of Time, has no levelling, yet a complex system in both fighting and channelling-use of magic. Fighting-Instead of using experience points to level, one may use it to gain attributes such as strength, fortitude, dextirity and other such. Getting harder each time one gains an attribute only intensifies the game level. To learn forms(fighting styles) would be through a teacher who is a player, allowing more player interaction. It also adds on to the levels of roleplay as players may not simply learn forms from a random training school which likely does not exist in the WOT book. Channeling-A very much complex magic system which would take pages to explain. Perhaps I favour it more, but it is as much a challenge as the fighting system. Not always requiring a teacher, a person can experiment to get his or her weaves(spells), and of course, there are is requirements for each weave, there is also certain requirements to attain the next level of channeling. Weaves and the requirements are actually even stated under help files. Clans, what I love about them is the fact there is roleplay put in it as well, and yet battle. Feuds go deep into the roots of these clans. There are certain clans for different types of people, but of course, you would know if you read the Wheel of Time series. The only problem is, there aren't enough people to wage a huge war against the other. On the whole, the imms are pretty interesting, and don't have their heads up in the air like on some MUDs. Also interacting with players and getting feedback. Given the initiative, we can express our views and ideas to make the MUD better. But with these imms, we can easily approach them at any time and the only problem is the lack of people.
I have been mudding for roughly 4 years, I got started mudding when my cousin told me about it, and The Sea of Storms was the first mud I ever played, and the last mud I'll ever play. Of all the muds I tried after TSOS nothing even came close to being as good. The realism is amazing, you don't feel like your throwing a die all the time to decide stuff, but rather that the world really is like the real world. It has an incredible channeling system which allows you to be either a male channeler, and feared throughout the mud, or a female channel, and well still feared but for different reasons...They also have a great Immortal staff who love the mud and enjoy making your mudding more fun. The weapon system contains tons of forms for spear,axe,sword,dagger, and staff. Roleplay is also heavily encouraged and with good roleplay comes rewards including CP and chances to learn better forms. They also allow people to submit requests to be SSet with either higher forms and such, or to become aiel, wolfkin, or seanchan. In essence this mud has everything and all we need to make it complete is you.
Having recently joined The Sea of Storms, I was surprised to find the place sparsely populated. The MUD is great- the code is utterly realistic, with a channeling system that paralells the books better than anything I have ever seen. Combat is also clearly entailed and detailed, but as the RPer I am, I cannot voice a valid opinion on the matter. But back to RP-- as said above, there are not many players to RP with. What RP I have gotten, however, has been delicious in its character growth abilities. This is no RP for the weak of willed or the frail of mind. The Immortals are, I have found, very helpful and friendly (although not overly perky, which is also a plus). I'd give the MUD a 9/10-- the only thing lacking are players.
I love this MUD. I searched through all of the WoT MUDs to find a really good one after i started reading the WoT books. I did play the Realms of Despair for a very long time and I just got sick of all of the running to go and get eq and experience and I wanted a good role-playing mud. I went and played all of the WoT muds and I hated most of them. They were not any good. As soon as I was about to give up and return to RoD I found TSoS. I looked around for a couple minutes and created a couple of characters and I was amazed. There are a ton of great features and stuff like that. I also love the role-playing on TSoS. It is so diverse. You could rp with a Male Channeler or a Aes Sedai or a CoTL without even knowing it. You might be fighting against the Dark One or joining with him in his fight against the Light. I love this mud! I ask you if you ever wanted to play a good role-playing MUD or are really into the WoT series check this mud out. Kiritan Chalehan
The Sea of Storms is definately the best Mud I have ever played on, however for others it could easily be rated as below average. TSOS is only really for Mudders who enjoy roleplaying or those who wish to learn how to roleplay. It is extremely roleplay intensive, as the only way to advance in the game is to Rp often and well. With this fact in mind however, it should not be overly challenging for the adept rper to quickly immerse themselves in the atmosphere of the mud and build a strong character to play with. A large part of this atmosphere is supported by TSOS's excellant code. Rather than, like most WoT muds, restring class names so that a wizard becomes a channeler etc. TSOS has created all the classes, spells, talents and forms from scratch. No longer do you use the 'cast' command to weave flows, or can you just weave the One Power willy nilly. TSOS has sophisticated addiction and taint side effects from channeling to much, and though it is only a small oversight by most WoT muds, you actually have to grasp the One Power to wield it. Weaponmasters can similarly enjoy the unique WoT feel when fighting. With over 150 forms to choose from, like "Low Wind Rising" taken directly from RJs series or forms originally created by the Muds Designers such as "Whirlwind of Crimson and Steel", weaponmaster fans can really have a lot of fun, and may even be able to become one of the few blademasters on the Mud. However, for those of you who enjoy balance on Muds, a word of warning, the classes are not balanced at all, nor are they supposed to be. An accomplished Channeler will always be able to defeat even the best of fighters, most probably even kill 5-10 of the best unless taken by surprise, and generally one on one a male channeler will defeat a similarly skilled female channeler. This is a testimate as to how close TSOS sticks to the books, why shouldnt the much feared channeler be able to kill many men, regardless of weapon skill? And given that men are far stronger than women, why shouldnt they win in a fight? One piece of coding on the Mud that I find is not only unique, but essential to the Muds success is its much lauded Role Playing Counter. The counter basically gives you experience for emoting, and works well to give players instant rewards for rp, rather than waiting and hoping for an imm to be there while they are rping. It has been mentioned by many, that this system is easily taken advantage of, by emoting OOCly, however, in my experience this has never been seriously abused, as talking OOC for the length of an emote is extremely hard, and any triggers found have been quickly dealt with by the imms. The Immortals on TSOS from a players perspective are very friendly and always eager help.... Read More
Welp, I'm here to review Tsos, also known as The Sea of Storms. It's a mud based on Robert Jordan's book series "The Wheel of time.". It's a great mud, the code and channeling system is unlike many others I've seen, there are helpful imms, who make the game fun, fair and enjoyable. (Most of the time). Not to mention RP. If you don't know what RP is, I'll give a brief synopsis. RP is role-playing, basically making a character giving him a background etc, and role playing with him. Example: John walks into the inn and glances slowly, nodding to the patrons he swiftly moves toward an empty table in the back. Decklon looks up from his table and spots John, lifting his arm slightly he waves him over towards his table, a slight smile on his face. Well that probably sucked, but you get the basic idea. TSOS is probably the most enjoyable RP mud I've been to. So, if you have time and you like the Wheel of time check it out. Even if you haven't read the wot, there are plenty of helpfiles, helpful imms, and players who will more than willing to answer your questions. So in conclusion check it out, I'm sure you won't be disappointed.
Hey, What can I say that hasn't allready been said ? I logged onto this mud for the first time about 2 years ago...and from then on it's been an almost wild trip to where I am today. Of all Roleplaying muds I have ever played, and I have experimented a fair bit... a Wheel of time environment is best. I have not experimented exhaustively I admit, but, at least compared a few mud environments to one another. Wheel of Time environments are the most complex, having a rich world, with various REALISTIC cultures and definite distinction between classes and races. Yet it is also simple enough to easily comprehend, even someone who has not read the books will not have to spend too much time learning how to Roleplay. Although after Roleplaying in a WoT environment is most likely that you will actively seek to read the books. I can safely say, without being presumptious that The Sea Of Storms possesses the best RP of any Wheel of Time orientated mud. To improve and encourage RP there is a neat little extra affectionally named "The RP counter". This handy little device dispenses experience... depending on how much, and how detailed the RP you are performing is. In fact, the only realistic way to earn experience is by having this RP counter high, wich multiplies the amount of experience you recieve exponentially. Thus mobkilling is truly ineffective, it could take a minute to kill a mob, which gives you 80 exp, and to use this experience you will need to accumulate often over 100,000 points ! On the same point, this mud is also levelless, meaning that experience does not give you levels, rather it is used for other purposes. This levelless code structure helps RP greatly. For a start you cannot directly compare yourself to another, and consequently decide that since you are lower level you will not fight that person. Everything must be discovered through RP... One may argue that OOC info should not be used to IC but it cannot be denied that it is invariably taken into account. This method takes away the temptation. However, Code doesn't make a mud. Especially in this case, what propels the mud above most is it's great players, and (for the most part) dedicated staff. I myself am a mortal and have seen the rise and fall of many guilds. Each experience has been totally unique, each fuelling different Roleplay, and revealing different facets and intricacies of my ex-characters. There is a huge freedom allowed when it comes to roleplay, one does not need to fit within generic boundaries, of course Roleplay is policed, but not audited, taxed, controlled, dispensed etc... For the most part you become what you want in whatever guise you want. Expect to pay the prices for your actions,however, there is no hiding from the players... Up till this point I have only extolled the virtues of TSoS but like every mud there downsides.... Read More
i have been playing this mud for a little bit now i really enjoy playing it it gives you a chance to interact with other players its more role-playing then fighting i would refer this game to other people and encourage them to come play and the people are just very nice and help out alot when new people need it
As one of the oldest active players on The Sea of Storms I feel that I have a fairly unique perspective to give on it. This MUD continues to grow every day in ways that only such a MUD based on Role Playing can. The setting for the mud is before the Aiel War (for those of you familiar with The Wheel of Time by Robert Jordan), thus Rand is not a factor. This allows a virtually unlimited scope for where the storyline on the MUD can track towards. Currently such themes that exist include the conflict between A male channeller who has proclaimed as the Dragon, and a resistance movement called the Golden Legion, which has arose to throw him down. The Sea of Storms offers players a fully customizable enviornment for role play. The MUD is NOT a level-based "Hack and Slash" MUD. The creation system is talent-based, meaning that if you want an Assassin who also has some Woodsmanship skills...That can be done. Or perhaps you want a channeler (magic user) who also has one of our special talents for channelers only? With 5 levels of ability in channeling, and 5 different strengths, it's amazing what players can accomplish. But perhaps you don't want to be an Assassin, or a Channeler...perhaps you want to be one of the few who have chosen to wield the blade, and forge a path for themselves through combat. The amazing Weapon Master talent is the one for you. The Sea of Storms may have over 80 weaves for channelers, but it has over 120 different combat forms for the fighters. With five different types of main weapons, and 8 levels of forms for each it could take hundreds of hours to master them all. The main weapons are the Staff, the Spear, the Axe, the Dagger, and of course the Sword. Other weapons are available whose use relies on special skills, such as the Longbow, Shortbow, and the Crossbow. I've found in my long tenure that having such a large variety of skills (tons of them), weapon forms, and weaves (magic spells) help create a code based world that's really amazing. It is the Role Play that addicts people to The Sea of Storms though. So what if you have all these great talents, amazing skills, and huge variety of weapons and spells? If you want to Role Play as a tinker (pacifict) you can! If you want to role play as a lowly begger (it's been known to happen, and you can even make decent money off other players that way!) you can! You have almost total freedom to play your character as You_Choose. If it doesn't conflict with the way the Immortals want to run the MUD (don't RP as a Forsaken, or some other unrealistic character...those are available by application!), then you're fine. On top of ALL this, it isn't that hard to get started on The Sea of Storms. The Immortal staff is usually about... Read More
A very well thought out mud and the design and implimentation is wonderful. If you are an avid role player then this is the mud for you. With role playing being emphasized and that also being the best way to get experience points then have a ball with it. There are many great role players on the mud so you just need to find them. The only draw back to the mud is the lack of events for the players. During the slow times of few players on, nothing available to do for players except to kill mobs. All in all, this is a wonderful mud and I've enjoyed my time on it. I keep coming back daily and love playing.
ok dudes, listen up! This is a -very- good MUD which is becoming -very- active... dont listen to the modest TSOS staff... we're talking an average of 5-10 players online, all these players being rp proffessionals. We have some -great- rp going down here, unlike other WoT MUDs which have Rand and follow a basically streamlined timeline, we are set in a place where anything is possible.... so cmon down to TSOS town and get urself a treat.... :)
This MUD is definately a must see fro avid rpers. Easily the best rping mud Ive played... and Ive played lots. Friendly IMMs and PCs, but then what mud doesnt have them? The code is innovative and its one of those things that at times you see something and really sit back, admiring the small touches. A great MUD, and a must see for any WoT fan!
This is a gret MUD, absolutely rocking. The channeling system is uncomparable with anything else around. It has a -lot- of weaves to learn and use, and more are coming every week. This is not to say that the fighting system doesnt stand up on its own either. TSOS has a -lot- of forms for each lvl of forms you make with each weapon. I think it may be 8 for each lvl, times that by 7 lvls and youve got 56 forms. Times this by the number of weapons... spear, staff, sword, axe, dagger and you have 280 forms to earn, and this is -not- an easy task which can make it a very rewarding experience. Hope to see you on the rockingest MUD on this board....
I have no idea what to write... heh, all I can say is that if you like rp then youll have a great time with this mud.. The code is well done, and suits the WoT evironment -very- well, one of the best muds I've ever played, though I havent played to many... :)
The Sea of Storms comes as a breath of fresh air to the Wheel of Time Role Playing community. A fairly new MUD, TSOS hasn't even been open to the public two years, but they already have attracted a die-hard core of players. The cod base is Smaug, but due to the hours put in by the coding staff, TSOS has came a long way from anything generic. TSOS boasts many hand made areas including: Cairhein, The White Tower, Cold Rocks Hold, Bitter Water Sept, Black Cliffs Hold, Far Madding, a Bandit Camp, Amador, Naridal, as well as a large number of terrain areas, including the Blight, and the Waste. TSOS has four basic classes, with variations within them, as well as more classes available by application. Large support for Channelling, including multiple levels of power, and over 60 different weaves utilizing all the elements. A form based combat system is also in place for those who prefer hand to hand combat. With five basic weapon classes (Sword, Spear, Axe, Staff, Dagger), and seven levels of forms to learn for each, there are endless hours of role play to be had. TSOS also has 16 different guilds established on the MUD, with new guilds able to be started by a group of intersted players. The focus is truly upon role-play on TSOS, and with the many options open to players, it is a very easy environment to really get into character.