Oh, Harshlands. I believe this is the only MUD I've ever played where a cleric can go to battle in full plate mail armor, retain the ability to cast his spells/'rituals' while wearing the plate mail & sneak (literally, sneak) through the forest. You can also, if you play your cards right 1) be a sergeant in the Crimson Leopards (protectors of the lands around the city of Tashal) 2) be a Sergeant in the Iron Lions (a mercenary run caravanning company) 3) be a priest of your religion 4) be a full time farmer and 5) use your Crimson Leopard 'patrol' time to hunt for and skin animals which you then give to your PC wife to create her leather goods with. You can do all of that friends, while being a Guilded Master Bard! That brings me to the part where you can also be a Guilded Master and never craft anything at all once making it to that point. You will not get punished by the Mangai (the ruling party of the Guilds). The game has potential. The world that this MUD is based on his rich with details and would be really lovely and fun to play, where executed properly, but the amount of favoritism and lack of ethics on the part of the Immortal staff makes it slightly less desirable. Pros: The basic world is nice. The concept is very neat. The crafting system is fun when you're bored and want to 'create' things. The Immortal/Admin staff rarely gets involved in any sort of lengthy or detailed RP scenarios, and routinely let them fade off in the middle. It's RPI. Cons: It's an RPI where hardly anyone really Roleplays. Or, at least, I don't consider a bunch of 'says' as roleplay. A great many of the immortal staff are not able to speak in proper English, (which would not be a problem if the majority of the players were not English speakers). You can literally tell which Immortal is helping you by the number of 'your/you're' 'there/their' errors there are. Also, the amount of mud...snuggling? is excessive. If you're not willing to pair off and do the horizontal mudsnuggling with someone, you're often alone in a tavern for a long time waiting for what is considered, there, RP. Granted, the lack of decent RP might be due to the high restrictive emote system, which is another con. There's also only about three areas to play in - two of which have a very, very, very limited playerbase. Even the 'active' area, Tashal, only has around 10 people on at any given time. The game is perma-death, so if you dare to explore outside of the city and are not prepared (or able) to fight, you could easily lose your character. There's no leniency for newbies, either. Something I consider a huge con is the hypocrisy prevalent in the administration. There is a strict no-OOC policy and the staff gets very antsy if discover...
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Harshlands offers the richest world in any MUD I've played. The level of detail is amazing, both due to the Harn material (though Harn background is NOT required) and through the imms’ encyclopedic knowledge. I'd be shocked if there is any other MUD that comes close. The religious system, the legal system, the various factions... and even down to tiny surprises out in the distant wilderness and the depths of the cities. The player base is small but dedicated--and very good. The fact that this is a role- play enforced is also good. Harshlands is in many ways the perfect MUD for someone 'graduating' into role-play-enforced mudding from a more hack-and- slash game. But there are downsides. As a 'good for *new* hardcore RPers' mud, it tends not to trust players very much. The imms are extremely conservative about letting players change the world in any substantial way. Want to compete with the guilds? Want to challenge the thieves? Want to start your own sect? Want to be a threat to the established order? It’s not gonna happen here. The last players who made a real, lasting impact on the world are, as far as I know, now the head imms, and nobody else has been allowed to outshine them. (I don't think this is intentional, and they are extremely hardworking and dedicated. But I do wonder if it's not a bit of subconscious resistance to change ...) Also, there's a heavy preference for--or advantage for--veteran players and veteran PCs. The imms explicitly prefer PCs who adhere rigidly to Harn canon rules (a noble Laranian, a hedonistic Halean, a selfless Peonian), and who spend RL years starting as a nobody and checking off all the boxes until they become a minor somebody. (The mid-level and above somebodies are reserved for NPCs.) This can be very rewarding. But if you’re a more advanced RPer, who wants to generate a character who is more like a real person, with a plausible background, instead of a blank ‘character sheet,’ you’re out of luck. And the only way to get skills (other than extremely minor RPP) is by practice. Harshlands rewards power-gaming—even though they only call it that when it’s ‘overdone.’ Unlike some games (the Inquisition games come to mind), which reward RP, Harshlands rewards repetitive skill use. Then they have to police for overuse … So it’s a perfect place for someone new to RPIs, or if you’re the sort of player who wants to create a young, helpless PC and play her for years. There’s a lot of depth in that approach, and Harshlands is tremendously good with it. There’s nobody better. But if you’re a player who wants to affect the world, or play a PC who has a rich background and multilayered skills out of the gate, you’ll be a little frustrated.
For anyone who wants a detailed back story, Harshlands has it, just about any question you want to ask can be answered. Just about every aspect of the game has a story, from how monsters exist to why most people consider Jarin to be criminals. Diffrent from most other muds it has a delightful twist to just about everything. Based on a table-top game this mud holds true to its tenents. If one was to google 'harn' you would have a good understanding of the world this mud is set in. Just add 50-80 years of player involvement. This game, however is not for anyone seeking quick rewards. You create and control a lifetime, and many players hold PC's that have existed for RL years. And that is its beauty. Its like a fully fleshed fantasy book you have control over. It has a lot going for it. But sadly it is in a rut however a few new, fresh player can solve that issue. It needs you. And anyone seeking out a RPI mud should really consider giving this mud a go. Staff are friendly and helpful. I've not had any drama with them and most seem keen to help you find a place within the game. Most players are friendly enough. I've encountered some down right rude ones and a few others are just annoying with their obsession to make you conform to their idea of the game world. My advice is to ignore them and soldier on, besides most of them exist outside the main area of play. Consider them elitists who turn there nose up at newbies. Every mud has them its just because the playerbase is so small they end up being in your face more often. But with an increse in player numbers they can be put down. I've put up with being ignored by these small few and found a comfortable and enjoyable home. I've no doubt if you gave the mud a go, you would too. As i said they are a minority and most players will seek to RP with you. I strongly advice anyone considering a PC to put in the time and research a role. Use the GDB to speak to players if you need too.
Harshlands is set in a midevil time set. Its based on the world of HARN from Columbia games inc. and Robert Crosby. I have been involved in the MUD scene for years now. From Building to Admin, to player. The most enjoyment I get is from being a player, certainly on Harshlands. Harshlands embodies the player. The Admins here do such a great job at starting plots and handing them over to the player. The world is immense, ranging from forests to mountains to sprawling cities. The crafting system is, without a doubt one of the better I have seen. Real Life seems to take me away from Harshlands, but I always find my way back, never straying to another MUD. Come join us, and remember Keep It Harsh!
I like hardcore MUDs, with permanent death (there's nothing that adds to the excitement and immersion like the possibility of losing a character forever!) and enforced roleplay. I don't want to play a cardboard cutout in a game, trying to get to the next level or solve the next quest. I want to play a character as 'real' as possible, surrounded by other 'real' characters, all of whom have their own idiosyncratic goals, and abilities, and personalities. So I've played most roleplay enforced MUDs. I played Harshlands for years. Stopped playing for a time, when real-life caught up with me. Then returned. Here's the good *and* bad about Harshlands. First the good: A very, *very* complete world. Harshlands is based on the published 'Harn' material-- although altered more than a little, the Harn stuff really grounds everything in Harshlands. This means that the geography, economy, religion, various cultures and crafts and 'monsters' and magic and, well, *everything* is really well-informed and intelligent. There are no big gaping holes in the world itself. You don't wonder how a huge city survives in the permafrost wastes or why the uber-powerful mages don't just take over or anything. All of that makes sense. And the world comes with intelligible legends, and political scheming, and all sorts of built-in conflict. The world of Harshlands is 'low magic'. A few priestly spells, mostly modest. Some rare psionics. A bit of other, ever rarer, stuff ... and that's all. You can play a mercenary, a bard, a priestess of any of 8 faiths, a woodcrafter or swordsmith or gemsmith or physician or farmer or armorsmith or lexigrapher or any number of other things (the craft stuff is *very* extensive), a beggar or courtesan or member of the guard or of a criminal gang, a dark assassin or a noble knight. Or a dark knight or noble assassin! Or just an ordinary person, working her way in a guild buying a house, falling in love ... The level of roleplay is extremely good--though of course there are always a few people who are still, erm, engaged in their learning curve! Great characters abound, to help and hinder ... The staff is superb. The head staffer as the moment is just terrific, and all the other staff is very strong. That's actually what motivated me to finally write a review. Everything's just fallen into place with the staff at Harshlands, and that makes all the difference! They're responsive and welcoming (as are the vast majority of players), and always trying to make the game experience, and the game itself, better. All in all, a terrific game *if* you're looking for a more 'realistic' MUDding experience. The average age of players is (if I remember a poll right) late 20s or early 30s. So this isn't a bunch of kids just hacking at monsters. In fact, if you try that, you won't last long! Although there *are* a few playable nonhuman races, they're rare. In some this...
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I've played Harshlands for some time now and its really great. Its exciting and there is always something happening. Everyone's really helpfull and its very realistic. Anyone who likes reall RP should try this mud out Hope to see you there
First off, let me tell you this. I am not knew to RP MUDs, however I've never gotten into an RPI. I don't know Tolkien for SoI, nor do I like the atmosphere of Armeggedon, so I decided to try out Harshlands (this was about a week ago). So I started by reading the info on the site. There is a good bit of it collected on the site, and a reccomend you read some of them before sending a char application. I wrote a character application which was relatively esay-- for my first character I just made a very flexible one, just to check out the MUD. I was reviews in twenty four hours (almost exactly, actually). I had to fix a mistake in my description and I was in by the next morning. Within my first FIVE minutes on the MUD, I was swept up by a more experienced player. After a few minutes of idle chatter we confirmed that I was a newbie, and he helped me. He taught me some things, gave me a quick overview and told me where things were. In my first few days I'd made some IC friends, learned the MUD (basic commands), and participated in an IC character driven RPT (a sermon at the Larani temple). Within the first week, where I am now, my character is mostly fleshed out, has several firends and aquaintences to speak of, and now, has a job as a cook (which I intend to start this morning). This mud is still developping and changing. They are adding crafts and the "code wish list" section of the forum seems pretty active (the forums are a pretty active place and a new player's heaven). Death is permanent, but I don't really see that being a problem yet. I haven't heard of many deaths and I think they are rather rare, characters going on for several IC years (three OOC months). However, if you don't have a job and you're new, downtimes can be pretty boring. I used it to explore the city, but when you have a job or a more distinguished character, you can use downtimes to your advantage. Though, within the week I've been playing Harshlands, we've been hitting pretty good numbers (15+) in afternoons EST, and 10+ earlier in the day. All in all, this mud has a pretty great atmosphere. I was a bit letdown that I couldn't be an instruments crafter (though crafts for that are in the making) and downtimes can be a bit harsh, but this MUD is a ton of fun for me. Last night I stayed up for almost three hours of pure roleplay.
I have found Harshlands to be one of the finest Muds when you want to focus on your character and want things to make sence. It has a very 'real' feeling and has many cultures, so there are places inspired both by roman empire, norse vikings and medival europe and it blends together very well.
A cloaked man lurks in a corner, carefully watched by a young inexperienced watchman. With awesome speed the cloaked man draws a dagger and holds it to the throat of another man, just an innocent merchant, ordering the money of those in the room. What role will you have in Harshlands? The game success to me is its brilliant roleplay of the players, and the room and item descriptions. This MUD -does- enforce role-play, it really is another world. Its newbie friendly, when I first joined I was shown around by players, and the admins really are a great help, responding to your e-mails quickly and efficently, helping you out with ideas, roleplay etc There's something for everyone here, a fanatical religious warrior, a wealthy merchant, a lethal rogue, the choices are endless. I suggest try this out, it doesn't take long to get hooked.
Okay, I thought I should share my veiw of Harshlands from a 'newbie' perspective. I joined Harshlands about 4 days ago. The character creation was straight-forward, instructions at every step, and my application was reveiwed in a day or so, but it may normally be shorter since I heard something about code-changes going down at that time. When you first enter Harshlands, your taken to a Newbie zone, with introductions to commands and rules, plus a shop for clothes, armour, weapons etc. You then enter Harshlands, and then the fun starts. The city I entered was large, but I found my way to the tavern, and met some people, who went out of their way to help me. That's one of the best thing for new players, the current players are really friendly, and I was shown around the important places of the city in my second day. Religion plays a large role in this game, and the temples are fairly easy to find. Religion adds alot more diversity to role-play, as you can spend time 'praying' and showing devotion to your god. Theres plenty of jobs for new players to fill, which can be found on the Harshlands site, or in-game. There has been alot of mention of a lack of players, but the ones that are on are friendly, and great to role-play with.
My Fiance mostly had me test a few MUDs. Some I have only watched, and others I have made a character and walked around for a few hours. In Harshlands, I found the roleplaying quality very high. Especially for players like me that takes a VERY LONG time to write an emote. People actually waited for me to finish, or moreso then elsewhere. Like fantasy without a lot of flashy magic and effects, like non-class, non-experience etc games. That means you can decide on who you want to play, and then make the PC, not the other way around. The only negative I can say about Harshlands is that it can sometimes take a lot of time to get help, but the staff is very friendly.
As Harshlands where my first RPI Mud, that is Mud that is RolePlayIntensive I might be a bit biased. Still. Harshlands have a long-term and consistent flow of events, it has a gameworld with deapth and many 'lifers' among its players. It seems that many is a bit intimidated by the culture and religion that is part of the setting, and those that still try it out seems to stay for years and years. Harshlands offers long-term character development, in a world that is low-fantasy and where almost all plots and development are player-created and player-driven. Now while HL might be slightly weak in some areas such as courtly intrigue because of a relative small pbase and an enourmous gameworld, the conflicts between different PC groups. The admins have together I guess five decades of experience of staffing and very few things feels 'forced'. Finally I'd like to point out that a totally new codebase is around the corner, with an large amount of improvments on the existing code - that while very doable has been in existance for quite a lot of years.
If you are looking for realism and low-fantasy in an game where you are expected to act out your Character as a person .. this is a game for you. Besides many other amazing things with this game is that admins really listen and responds to you - and whenever things has occured there has been a real sense of fairness and conclusion. Another thing is the community, the HL player community has been around for a long time - some has played HL for more then a decade. People has found each other over HL and married, and gotten children.. but there are quite a few new players as well. Another frosting on the cake is that there are a few people working on a refresh of the entire code. Try it out, I can imagine though that it might have more appeal to an older crowd then some Muds. There is no (almost none) magic things around, and if you climb a mountain and find a dragon (one of the few ever to even see one) .. you -are- toast.
Well, I've always heard good things about harshlands but have always been too obsessed with another mud to play it. When my mud was shut down due to legal issues, I wandered the many muds looking for one where I could finally quench my desire for RP. I remembered Harshlands and gave it a try: First off Harshlands is an RPI. If you have no interest in RPing and would rather go around killing goblins until you are level 50, don't bother reading the rest of this review, Harshlands is not for you. If you do like RP rest assured that RP is what Harshlands is all about. There are no levels and no goblins. Harshlands is a skill-based RPI orriented in a low-fantasy midieval themed world. This means there is magic but you aren't going to find mages sitting around in inns tossing around magic missiles. Harshlands requires character approval and permadeath. For those of you who are new to RPIs, that means that you have to submit an application for your character(which is usually approved in less than a day) and that characters who die don't come back the way they do in H&S muds. If your character dies, it's time to make a new one. The magic in Harshlands is different then in most muds, especially H&S ones. Magic is something that is more of an art and practiced by a very select organization. Any not in that organization who are caugh using magic are accused of witchcraft and burnt at the stake. There is also a strong religion system where the faithful can perform religious rituals and eventually even learn to call upon their gods for aid. The Kath don't worship any gods and instead call upon their totem spirits for aid and can call upon the power of the spirits through shamanic rituals. The world of Harshlands is very complex with many different cultures and organizations. My favorite of these is the Kath which are a European Barbarian/Native American mixture and have a seperate webpage just to describe their ideas, culture, beliefs, etc. The main problem with Harshlands is it's lack of players. The number of people on has rarely gone above 20 while I've been on (though maybe I'm in the wrong timezone) and has even decreased such that there are only 3 people on. This poses problems for players of areas where less people generaly are (such as Kath players like me) but there are usually at least some people on in the capital city(Tashal), so if you are thinking of playing Harshlands for the first time, I'd recommend that you play there. People can usually be found for RP at the Lion tavern, 2 north of where you enter the city when you create a new character.
I write this review mostly to answer the issues raised by the review posted by Tim on the 12/28/03 but I think this might be useful for most newbies, as you have to endure Harshlands a bit in order to enjoy it actually, and it is always a shame when a potentially gifted player leaves just because of lack of guidance. I'll quote Tim, no offense meant, it's just useful to address the problems he has raised. "The first nuisance is having to apply for and have one's character approved." Yes, all characters have to be approved, many put their character's name in the description, or weight in lb, stuff that noone would know just -looking- at you, others describe violet hair and white eyes, or propose background tales speaking of dragons and elven maids, all of which is worth the staff' attention at the very least, and most of the time it simply doesn't belong to the game's setting. "The reason given for rejecting it was that most of my submitted description described my character's face, providing virtually no detail on his body" Being rejected only once is very good for a newbie actually, and there's no shame in rejection, just fix the problems and resubmit. With more advanced characters the application often becomes a costructive and interesting discussion with the staff in order to better shape your character. In your case you avoided the more blatant mistakes, but providing details on your body is quite important, people react to bodies as much as they react to faces, inform your fellow players of your character rough bulk, if he is muscled or not, if he looks like someone who spent years in the fields (of battle or of grain, scars will tell) or like someone who has never grabbed a shovel in his life. The help files are quite complete, a few commands and keywords are not linked, but this is mostly because they are already treated within other subjects, this can be improved, but, especially if you are a newbie, do send a couple mails to the staff email address, they will answer you soon enough. "Color is elite, but apparently not in the minds of those who designed Harshlands" As far as I can tell it's been police of the HL staff to only color stuff you can -obviously- interact with, which means objects, characters, mobs are colored while nothing in the room or other long descriptions is. I would suggest you to try spend some more time on it, you would likely get used to its logic, also, reading the whole descriptions is a merit for yourself and a tribute to those who cared to write thousands of lines which never clash and which build a solid environment. "Having found the article of clothing...the game crashed yet again" *Chuckle* now I don't know if I should actually hope to have you allow HL another try, you found a command-related, recurring bug with your action?...
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I have to confess that reading these glowing reviews of Harshlands always surprises me. I happened to stop in and visit Harshlands for the first time several weeks ago. There really must be something to this game, but its magic eludes me. The first nuisance is having to apply for and have one's character approved. The first time I applied for a character, I was rejected. I did write a nice description (heh - my opinion). The reason given for rejecting it was that most of my submitted description described my character's face, providing virtually no detail on his body. This was irritating and seemed excessively heavy-handed of the staff, though in their defense the one who handled my application was prompt (within a day, which is what they promise). Once my character was approved, I logged into the game world for the first time ever. A big deal was made about having to read all of the newbie help files, rules, and all that kind of typical stuff. I began reading them but was unable to finish because a few of them were impossible to target with any keywords despite my varied and creative efforts. This is a bit sad for a MUD that opened in June of 1994 (the listed date under their TMS entry here). After being around for over nine years, either no one had ever bothered attempting to read these mandatory help files or no staff member had ever bothered to fix them. Eventually I entered the game itself, in a little town with a market area. The room descriptions were nice but entirely monochromatic. I suppose we all have had our nightmares with blinding, irritating combinations of color, but this was another strike against the game, in my opinion. Color is a great tool, something useful in highlighting words and making descriptions more interesting and more readable. Color is elite, but apparently not in the minds of those who designed Harshlands. To each his own, I reluctantly concede. I started with a little accumulation of wealth. I happened to find explore myself into a shop and was able to look at the shopkeeper's merchandise. Having found the article of clothing I wished to purchase, I attempted to buy it. Alas that I was to be thwarted by a sudden and mysterious crash of the game. A few minutes later when I logged back on, I again attempted to buy this article of clothing. Imagine my surprise when the game crashed yet again. I never did attempt to buy it a third time, a bit turned off at my earlier first two attempts crashing the game. Before long, I found my way into a bar which seemed to be a congregating point for characters. There was some nice roleplay going on. I witnessed some excellent in-character conversations and emotes. I attempted to engage one character in conversation with me. He readily accepted on my terms, which was cool. I later attempted to a...
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Let's face it. MUDs are not the same as table-top role-playing games and most of us just accept the fact without any worry. Suspended disbelief is taken for granted as we think; "Of course it's natural for my dead character to return to life again and again and again because of.. the Gods' will, or because he is one of those chosen few who never really die". "It makes sense that my character deals four or five blows per quarter of a second." "How else could things be, if those pesky mobs didn't re-appear after we butcher them?" "Why is this lvl-100 dude 100 times more resilient (aka, has 100 times the HPs) than my character is? Are they not both made of flesh?" Uh. It's.. magic. It can't happen elsehow, for the sake of the "rush", speed, excitement. Right. But really, aside from this over-indulgent answer nearly all we MUD players show in these cases, doesn't it bother us? Should it not be considered ridiculous that a person spends endless months without rest, slaying living creatures which leave zillions of gold, silver or whatever coins behind? That the farmer mobile/NPC we meet in a MUD is usually nothing more than a third-class actor or an inferior creature, if even that? Yes, we often try to RP realism into such games, yet every single facet of their code is against us. MUSHes tend to be one (rather long) step closer to the one edge the across the realism fulcrum, but are still fairly eccentric and restricting in a number of ways. In my opinion, realism has always been a matter of mechanics, as it happens in pen and paper RPGs. There is no true rivalry between players, and only a few persons find excitement in a universe that always needs to be debaded, in order to change. Isn't there something.. else? I would think so. For starters, Harshlands boasts a vast, extremely realistic world and game system, which promotes RP with each and every part of the game mechanics instead of drowning it, as it often happens in most other MUDs. I have grown so very tired over the years, watching games mechanics and RP colliding in such unseeming ways that even exceptional MUDs with high potential never reach even half of it. The one solution is harmonious unification of the two. I believe the near-perfect blend does exist. Realism, excitement, top-knotch RP ( actual scenes, plotlines, character & story depth) the likes of which I'd never expected to see anywhere but the pages of a fantasy novel. Permanent death. There is no vulgar hocus pocus to bring the "adventuring" population of a land back from the dead as if life is candy. I've had many discussions over the matter of unnecessary "detail" in RP which ultimately kills the atmosphere. This MUD has proven to be the living proof that I was wrong to agree in every single case. Other settings lack character interaction because of this; lack...
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Where should I start... I started playing Harshlands when I was about 13. I should also add the fact that HL is pretty Harsh as a MUD: you need to manage yourself pretty well in order to find a job, make money and altogether live in its world. The thing is, me as a kid. I don't even speak english as a native language, which made matters worst. Despite all the trouble, and the fact that my first character died a gruesome death due to my experience in Hack&Slash MUDs, I tried out for a second character. This time I made some prearrangements like contacting veteran players to see if they could use any help, thinking up my concept for such a character and all in all making sure this PC would be able to survive and thrive in the HL society. The character did indeed join the city and in it a clan, devouted to furthering the will of one of the many gods of Harn: Agrik, the god of War. I was trained, fed, but most of all, which is what I really remember about my time there, was the way we role-played. We held rituals and ceremonies very often, kept true to the ways of a religion which you could only fake playing in other MUDs. We captured hostile natives and brought them as prisoners, using them for sports. We were like brothers, and that was what I loved about the game. Eventually, though, the group started to fade away. Real life does that, obviously. After that, even though I tried several MUDs around the net (including the literally hundreds I had played before and during Harshlands) but none satisfied me the way HL did. I dissappeared from the MUD world for 4 years. Now, at the age of 18, I decided to check up on the MUD. I was glad to see it was still up and running perfectly. I even tried out my character name, just in case I could bring back some memories and, indeed, he was still alive and at the outpost I had left him in. I decided to give the world another try. I contacted another group of players, a cohort of legionnaires which seemed very active in the game, and joined them. Once again I felt the same joy I did when playing with my previous clan. In the end, the character died. I played him too eagerly and foolishly, not remembering the severity of death. But I recreated, joined the Legion once again as a completely different person with a completely different personality. My character is still a warrior, but he doesn't follow the god of War anymore, but a much more thoughtful, perceptive one. And he's just swell. If you're just joining us or simply scrolled down to avoid the uber-large story, let me put this in a few words. Harshlands goes beyond the lines of a game. For me, it gave me a chance play...
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I have been playing HL for over a year now and I find myself completely taken away by the game. It is completely realistic and there are so many options. It is the best MUD I have ever played and recommend it to any people who wish to do some serious RPing.
What makes this mud so special is that it is so realistic, you can go almost in any direction you want to. You can become a merchant, warrior a good husband/wife. You can choose yourself how you are going to be, offcourse you can try to be an insane killingmachine, but like in reall life you wouldn't last long. Been playing about a year now, few months ago my first character dies and I was really broken by it. You may think I'm nuts, but its like losing a reall personal thing you cared for. But I made as quickly as I could a new character and got back in quickly :) It was fun being the new lass in town again, having some Bulky blond haired guy teasing you (like always) just let yourself go in the hundreds of options you get in harshlands. Final word: Harshland is the best mud I played so far, much better then those that are rated in top 10 now. but thats H&S probally isn't my game of sort... Anyway try Harshland, its really a new experience of mudding.
This mud has its good and bad points, but mainly it has bad points. Let's talk about the good side first. Good: -The skills that are developed are pretty interesting and people can take on merchant, clergy and other non-combative roles if they so choose. -The lack of levels and classes make it easier to customize your character and roleplay it the way you want it. -The people who actually roleplay are very good at it and often make for interesting rp. Bad: -Most of the people who 'roleplay' take roleplaying as trying to seduce each other to have mudsex. About 60-70 percent of the pbase are Haleans, people who enjoy alot of pleasures basically, and that means they spend the majority of their time looking for mudsex rather than normal rp. -The pbase is small, but that wouldn't even be an issue if not for the fact that the only place people go for RP is a smallish town called Trobridge, but again that isn't even the problem. The problem is the main place to meet people to RP with is a brothel in Trobridge, if you go to the other inn, or even roam around town, you'll have to roam or wait for a long time to find another player. This makes things difficult, because the brothel is a Halean establishment, characters who aren't into mudsex, are opposed to the Halean establishment, children, and people who just don't like seeing sleazes on a daily basis still have to go into the place if they want a chance at roleplay. -The imms are always invisible, always. I played the mud for many months, although only recently did I play on a regular basis, and I have never once seen an immortal visible. But they're there, you just have to petition for a while to get a response. -Now about 60-70 percent of the pbase is haleans who essentially just look for mudsex. But in addition to these people, there are about 5-10 percent of that pbase that are 'noble' Which essentially means they can spit in your face and if you do anything you get beaten, thrown in jail, or whatever else they want. Most of the nobles are real jerks and like to throw their status around too, so don't think you're going to be okay if you are nice and such. Unless you play a very submissive character, you're probably going to get sick of the constant oppression. -Of the remaining 20-35 of the player base, a good half of that are just rude, obnoxious people who feel that their hack and slash combat type characters have the right to talk alot of smack to everyone and intimidate and belittle anyone they can see. -10-18 percent of the pbase is good. but out of a pbase of less than 40, how are you going to find these people who are probably the only ones who don't go into the meeting place brothel for roleplay? sum...
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I started playing Harshlands MUD a little over three years ago, as of 2003. I came across it on the advice of a friend, he told me to go surf the net for online Harn games since our table top role-playing group was disbanding as RL took us to different parts of the world. I made some changes to my table top character, and app'ed her in, not soon after I was setting out from the Lion Rampant in the city of Tashal to make my way in the world. I'll admit to you that I'm bias when it comes to Harshlands, as an avid Harn fanatic, this MUD gives me my only real taste of role-playing in my favorite world ever made, since my life moves me around too much to make table-top RP a tangable possibility. I'll try however, to list out its pro's and con's as I see them so that you can decide for yourself if this place is right for you. The first and foremost pro I have with Harshlands is the world it emulates. Sure their are some inconsistancies with Harn in the game ... such as the Order of the Checkard Shield and her sponcering clerical order being based out of Kaldor (in Harn that order is on the other side of the isle, in Tharda), or the College of Harpers and the Thespians' Guild being rolled into one big clump called the Harpers' Guild, but all you die hard Harn fans like myself can easily write these off under the heading "This is Harshlands, not Harn" and anyone who doesn't play Harn as a table top game won't really know the difference anyway. Those little flaws are like tiny inperfections on a diamond the size of a lung. Great care has been taken to ensure that every single room built in that game has a description worth reading, and every city built has been done so using the materials and resources of the Harn game itself, so as to stay very close to origional ideals of the world's creator (again those couple of bloops excepting). Most of the NPCs (mobs) in the game are just as developed and detailed as the player characters themselves, and this gives the game an added sense of realism I don't think you can find most other places. The staff running the game are all very professional about their duties, taking the role on in much the same way someone with a good work ethic would take on a job. Most of the people I've found are very friendly towards newbies who want to get into the swing of things, and the vast economic development of the game opens many oppertunities for those wishing to play less combat oriented roles. Now I have to admit, the game does have its drawbacks, a staff almost entirely oriented in the states puts people who live elsewhere, like myself, in a bit of a bind when it to...
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Playing Harshlands for nearly 2 years, it is safe to say that this game is the most amazing game that I have ever played. The roles avaliable are endless and the word is so detailed it is very easily to get lost. Rp is a must and it is not a game for any hackers or slashers. However, I strongly suggest you visit the site, have a look around and create a character. www.harshlands.net Hamish Fletcher
I'm not a mud Guru, I tryed only a couple muds before entering Harshlands. I'm sorry, it would be simply too good if most muds were as good as Harshlands, so I fear you'll hardly find a better mud. Doesn't it sound logic enough? Well, have a try and, if you like to role play and build a life in a complex environment, you'll love it.
In an era where a majority of those who play online games do so without checking their immaturity at login, it never ceases to refresh my faith in gaming every time I log on to Harshlands. Wherever you go, you find others who play characters not with the purpose of becoming a lev 5000 death-mage but with a genuine desire to be a part of a virtual world. I've been playing Harshlands (HL) since the Spring of 2000. Like many, I had been introduced to the world of MUDs by way of Diku and the oldest-running hack and slash muds. On those games I found several things to be true: 1) Getting your character to Level 20 for the first time is a really good time. 2) Getting your next character to Level 20 is not as much fun, really. 3) Once you are Level 20, there's no place else to go. (To which some MUDs responded with 50 levels instead of 20 or multi-classes or reincarnations) And so, I stopped playing those MUDs for about 5 years. Then, after being invited to join a group of D&D players, I thought about maybe looking around at MUDs again. It was then that I found Harshlands and have never looked back to the days of H&S. I don't retell my online gaming history for the sake of hearing myself talk. Instead, I want to give a call to those who have found themselves having less fun playing other games. To these people, I say give Harshlands a try. Some information going in: On HL, there are no levels. The game is Pure RP in the traditional style. There is combat, which is fleshed out very well with a complex wound/healing system. There are several locations in which a player may start and once in the game, there really are no boundaries as to where they can go. Someone could be a mercenary, or a soldier for one of the many faiths. You could be shopkeeper and/or a craftsperson. Death is permanent in 99.9% of circumstances. This adds a measure of attachment to characters which is not felt in most other places. It is not uncommon to hear that a character's player was rather distraught after losing their PC which they had played for years. There is an alarming amount of information online regarding Harshlands since it is based on the Columbia Games trademarked "HarnWorld" table-top game. The only concern I have in playing Harshlands is that the admin are stretched a bit thin. Due to the nature of the game and its requirements, the admin must be highly selective in their staffing choices. Because of this, the game is often understaffed and a result of this may be that it does not reach its full potential as quickly as it could. With that said, however, the game is wonderfully crafted with something for anyone who has a penchant for fine role-play. It is constantly undergoing changes, many of are...
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I've played Harshlands MUD (HL) for some time now, and have found it to be one of the most all encompassing games out there. The character development stems primarily through role-play and interaction with fellow players, supported and enhanced by the coded stats instead of dictated by them unlike many other MUDs. Almost every player keeps within the general theme of their character. Even new players quickly fall into the IC role, as most within the game will give them a gentle nudge in the right direction or offer a few words of advice to help them get back onto the right track.
I went looking for a new MUD, even wrote a post on TMS and a reply I recieved was for this game; Harshlands. I connected to the game and submitted a history at character creation, within 24hrs I'd been accepted. I found it quite difficult to get into the game. There was only 5-10 people on at any one time and during my few weeks playing there I saw just 5 or 6 other people, 2 of which were friends of mine who had joined there with me. It's quite hard for a new person to get into the game and begin to create their character with a job, skills etc. Although the player base is ready to help and I was given a lot of aid from the keeper of the local inn. The reality of this game is amazing! Better than I have seen elsewhere. One thing that really caught my eye was that you can wear things on your belt. If you remove the belt, the items hung on it fall to the floor. I thought this was quite a unique thing, and quite intriguing for the first time I've seen it. I'm sure there's other little things similar to this which make it realistic. You get only one chance to live and combat is well thought out with no numbers or HP talk. Injuries are shown and can be fatal so killing anything in sight isn't advised. Players can attack each other right from the beginning. (Should you find any..) There aren't classes as such so all of the characters are equal although you can choose which skills/crafts you get. The crafts system is very nice. It requires many components although the stages are automated but does allow for RP between each stage. The roleplay in this game is extremely intensive. There is no global channels or tells which is possibly why I found it hard to find other people in the game but it was enjoyable never the less. If you don't mind spending alot of time alone but roleplaying intensively when you do come across people, this is for you! Enjoy Harshlands, a really great RPIG!
One of the things I tend to see with mudding is the worlds are low-reality, coupled with players who act just like they do in real life, or who they really wish to be. In Harshlands, along with its two sister muds, 'keeps it real' which draws in some of the most gifted RPers in the world. So here is one of my most secret addictions, come play! Harshlands, where nothing 'roxxors! *G*
I'll warn you right now - Harshlands has spoiled me rotten as well as made it near impossible to play any other MUD out there. ^_^ How? Harshlands is the _only_ Role-Play Intensive MUD I have ever come across that holds true to its claims of being a Role-Play Intensive MUD. There are very few Hack & Slashers hiding behind character facades because I think everyone, once they see how excellent a true RP-MUD is, gets as addicted as I am. ^_^ One thing I absolutely love - when you're dead, you're dead. No amulets that hold your soul, no regenerating and running to find your old corpse before it's looted. You get _one_ life. If you get eaten by a wolf - well - time to make a new character. ~_~" I think this helps people stay true to their characters as well as think their actions through a few times before doing them. Although everyone is In Character most of the time, new players can of course ask Player Characters they see for help, or read any number of the help files. It's a very friendly environment for newbies - and once you're up and running in the MUD, everyone will react to your character and not who you are Out Of Character. I highly recommend this MUD for people who are looking to immerse themselves into a fantastic, low-magic, fantasy world based on Harn. And it's all right - when I started playing, I didn't know what Harn was either. ^_^ The webpage (http://www.harshlands.net) will give you all the starting information you'll need, and some history, too. Come to Harshlands, where you can become anything from a farmer or a cook to a cleric or an assassin! ^_^
Harshlands is a role-play-oriented MUD, if you want hack and slash, dont come here - but if your looking for a good mud, with fantastic coding, and great players, this is it. death is permanent, and magic is rare. I could go on but, i am very pleased about it, so i wll be one sided, why not goto www.harshlands.net and check it out for yourself? what have you got to lose?
I cannot say much about this game, but it is worth playing. It is a roleplay game - and a VERY good one at that. You do not need to know much about harn in order to play, but the more you know about harn the more fun it can get for you, the webpage is full of infomation that is helpful, players are frendly, cant say much about there PCs however and the Admins are helpful. If you sick of hack-and-slash mudding, come to www.harshlands.net, and check us out. You will never turn back. Play a soldier to a priest, a thief to a hero, a thug to a criminal mastermind.. its endless to what you can be - TO a point however, it is -low fantsy- no vampires and the like, if you want to feed your bloodlust, be one of the darker clerics. Keep it harsh and remember to feed Quirk(Our slave coder). ;>
Harshlands is based upon Columbia games Harnmaster and is set on the island Harn. Room descriptions are for the whole part consistent with the published material from Harnmaster. Playing harshlands is a little like playing a table top RPG with 3-5 other people at the same time (Harshlands is huge and the players of which there may be 25-30 online during peak times are spread over the islands various cultures). The game staff seek to maintain a consistency with Columbia games Harnmaster on the whole will enjoy the experience. For me the Harshlands closeness to to the Harnmasters material (even the people group known as the Kath are a nomadic people and have their camp location changed roughly every 2-3 months to help capture the spirit of the Kath as detailed in Harnmaster). It may appear as if it is essential to have detailed knowledge Harnmaster and the world in which it is set but this is not the case Yet, this does not mean that anyone needs to have prior knowledge of the game world. There are numerous help files in Harshlands and on the homepage and links. Harshlands and Harnmaster are set in the medieaval period in a low magic world (being low magic doesn't mean magic doesn't exist just that it is rare). Having a medieaval setting means that all character concepts must be able to fit into the setting or one of the various playable cultures. What is a fundamental ingredient in the game is being in character. Harshalnds is a roleplay intensive game. Which means that hack and slash, dungeon bash, "if it moves kill it" mentality is not considered acceptable. Actions have consequences and some can proove to be fatal. This is important to remember when one remembers that resurrection is not to be expected if your character dies. Although in very rare cases there have been reports of miracles. Probably the greatest annoyance with harshalnads in my opinion is that applications for a character can seem to take forever (usually they are checked daily). Yet, I also think the wait is worth it, and does tend to make players care for their character. if you have wondered what a RPI Mud is like than Harshalands is a place to come visit. If you are a fan of columbia games Harnmaster, then Harshlands is for you. If you like huge detailed worlds with various distinct human cultures and humaniodcultures, the elven (Sindarin) or Dwarven (Khuzan) then again this is a mud you do not want to miss. if you like to be able to get what seems to be an endless stream of published material on the world, culture you play in then Harshlands is also for you. There is however one warning. Harshlands is addictive. Once you begin you may not stop. It should be noted that this mud at time contains materail that may be unsuitable for minors.
I've played other MUDs since my friend got me hooked on them a while ago, but Harshlands is the most realistic of them I have found. Harshlands is a RPI, set in the world of Hârn, with a great set of players in many different populated towns. It's not hack-and-slash, so if you like that sort of thing and can't deal then its not the place for you, but the playerbase is great and everyone plays their character wonderfully well. The variety of jobs is diverse, anything from a merchant, a cleric of some sort (I believe there are 10 deities in Hârn,) a devoted soldier, or even a commoner lackey who wonders where his next meal is coming from. A year IG is 3 months in RL, so if you are devoted to the game, you can get far if you just try. In my opinion, Harshlands gives you a great way to express your creativity and makes you actually think about what you are doing, NOT just another MUD where you sit at your computer and type 's, s, n, kill orc, get coin orc, sleep, wake, s, n, n, save, quit' and that's your playing time for the day. Harshlands is MUCH different, but don't just take my word for it, try it out and see, you'll never go back to any other MUD!
I've played harshlands for several months. I come from a background of 6 years of table-top Ad&d and 3 years of a high-fantasy mud that tries very hard to emphsize RP. I can say honestly that I learned more about RP in 4 months than three years in the (nameless, among the top 10 in the ranks here) high-fantasy mud. User friendly admin. A stable code and friendly player base. Don't come here unless you want to RP or learn th RP with the finest bunch of players I have ever known.
While I think Harshlands is a great place, I feel it worth noting that it may not be for everyone. It is an RPI - role-play intensive - MUD, which means RP is the end-all and be-all of interactions there. The goal is to be as realistic as possible...there are no classes, no levels, and - perhaps most significant of all - if you die, you're dead. Just like in real life. :) That said, if you like roleplay and spend the time to understand the incredibly rich and complex gameworld, other RP-Enforced MUDs will begin to seem like bad jokes. I know - I recently tried checking out a couple of them after 2+ years playing Harshlands, and it was so absurd that I logged on once and then never went back. Don't expect to be chatting about current culture in this MUD. Don't expect to ever know for sure what the real name of the person you've been talking to is. Exepect to find guards who will arrest you if you try beating up people for their silver in lawful areas, and old abandoned buildings inside of which, laying dormant for centuries, until you discovered it just now, you find...some old, dusty rooms. There are no magic items, and power-MUDding is verboten...the draw of HL is the really intense and addictive roleplay. And veterans, incidentally, are almost always glad to help new folks who have questions/concerns/problems.
I first came to Harshlands on the advice of a friend, after my table top gaming group disbanded. I had a PC from our HarnWorld game that I still wanted to play, so I submitted the concept to the admins. Now right from the get go I was impressed with how fast they responded, and with the input they gave back. Mind you this is the first online game I've ever played, but I'm told that finding prompt and responsive staffers is hard to come by. It's amazing how closely Harshlands resembles the HarnWorld created by Columbia Games, you can walk in and tell right off the bat that every room was built to scale with the information provided from those sourcebooks. Their code took some getting used to, but mainly because I'd never used one before, and it's constantly being updated, added onto, and revamped. Their craft system in particular makes for a great role play enhancer, allowing people to do things like cook, farm, and smith without admin assistance. Role play is mandatory, and the level to which you go in detail is an experience you can't find at a table top game. Most role playing games focus around adventures with little time to RP anything else out aside from the quest at hand, but in Harshlands you can role play your character right down to the breakfest they eat in the morning if you want to, while still being able to get involved in more exciting aspects of the game. All in all I'd say it's the best role playing game out there, but don't take my word for it, try it yourself at www.harshlands.net!
I have played on HarshLands since the spring of 2000. Since that time, I have found HL to be the most engaging mud I've ever played. From a technical side, HL is an extremely stable and well maintained mud. The entire mud is original in its content and based very closely on the HarnWorld materials by Columbia Games. The playing environment on HL is rich with its opportunities for character creation and development. Being a skills-based mud with strict limits placed on powergaming, HL has created the perfect environment where players can concentrate on role-playing their characters' daily lives and relationships. HL is not without its conflict by any means. All races that are open for play are human in nature but drawn from very different cultures. These cultures bring their own inherent conflicts to the game that bring a tension to the game and create engaging RP opportunities. The learning curve for this game can be a challenge, but it is well worth it. If it is RP you are looking for, HL could very well be the answer. Check out the Website!! www.harshlands.net
I only need to make this short for a couple of reasons. It is one of the best RP'ing Muds in the world. Why? Check it out and you will find out why! It is based on the wonderful Harn world, very detailed, and there are many possibilities for interesting characters which you get to play to the finest detail of their personality. Players who have shown dedication and good RP are allowed more interesting positions, so if your willing to test your RP ability with some of the best players, then my suggestion is give it a try. Character generation can take 1 hour, or a couple of days. If you study the information on the world from a very well designed webpage, and the guidelines you should be accepted within a short time. Harshlands has a community of good people, there can be bad apples, however the spirit of the game is wonderful. You can choose to play from a cunning thief in a powerful thieves guild, a fierce northman warrior, a rich merchant, a soldier who is in service to an honourable and chivalric goddess, the possibility's are almost endless. I first came to the mud not knowing anything, now, my Rp'ing ability has increased ten fold, it has taught my many great things. This is truly a great RPI mud, check it out! :)
First of all, when they say that the code is modified and the areas are all original they are not kidding. So many claim these things, Harslands is the real thing. The downside to this is that it takes a little bit time to learn the way things are done. Most people will respond helpfully to an OOC question about technical things. By far the best thing about Harshlands is the role-play. People do get into their roles and play them out. The best thing in the game is talking to people and interacting with them. Not all characters will respond in a friendly way for there are enmities between religions and peoples. One must just keep in mind that it is not directed at the player. :) I have had a great deal of fun with my character in the 500 hours she has existed. She has lived and learned letting life take her to places that she was not originally meant to go to. There have been times of fear, times of frustration, times if sadness at the death of a friend, times to love, times to laugh... It has been a full life and I savour every bit of it. Others play with more planning. Plotting and subplotting. Some others still seek to master their trade and some go their own way exploring the dangers in the wild. It is a question of personal preference how to play. As long as it makes sense in character, go for it. Read the material offered on the website, get familiar with Hârn and make up a character. And see for yourself why we love it.