The Busy Idler

So it’s been a while since I’ve been out and mkilling or adventuring much at all, yet it’s been a busy couple of weeks on the Realms of Despair. All of us are probably aware that there have been a couple of houses sold, a couple of apartments are up for sale. We’ve seen some code fixes come in to address some bugs that have been causing crashes and also to add at least one new skill for the followers of Tempus. There’s been some new eqsets added and a new area has found its way into the game. I have had absolutely nothing to do with any of these projects, yet I’m delighted to see these outwards signs of activity in our game.

What have I been up to? To my great delight I have completed my role in the creation of the Guild of Origin item quest. I undertook this project after the guilds were ported and decided to make it fairly elaborate on the programming side. The quest plays out reasonably from the user side, the extra programming was put in place to give the thing a little bit of replay value and so that each of the different classes in the guild will experience it slightly differently. With some luck we’ll see that come in before the end of the year, assuming that my code is actually reasonably correct (if it’s not, {RusselPetersVoice} somebody’s gonna get hurt real bad {/RusselPetersVoice}).

My RL has been fairly busy so I’ve shied away from adventuring too terribly much, I haven’t spent a lot of time chasing down clues to the new eqsets, from the response on avatar it seems that many people have been frustrated in their attempts. One clue we saw was that the pieces may not be fixed to specific mobs in the same way that previous sets have been. We will have to see how it plays out, I don’t think I have a Drow character, so there’s a bit of investment required to get into this.

Some people have gotten through The Wilds rather efficiently and I’ve been fortunate enough to see some of the gear coming out of the area, I must say it seems like the items are quite worth the adventure. I have deliberately avoided the area because there’s too many people flooding it right now, but as it cools down a bit I look forward to checking it all out (I have also been attempting to avoid discussions about any puzzles … I’m not just sitting back to have the puzzles handed to me).

I have been doing some leveling, it’s nice to be able to pick it up and put it down. For those of you who have been involved with Syldir’s Rolling Project (what I call “Stoli Rollers”) it has provided me with a plethora of level 2’s to go work on. I have spent some time during this leveling to “smell the roses” by experiencing a surprisingly growing list of pre-avatar quests. If you haven’t gone looking for them I encourage you to try.

I have also been doing a fair bit of building when I’m around and I have been really pleased by the help and support of the immortal community, especially Gonnil who has endured my questions with great patience. Gonnil is visible most of the day, which opens him up to spam from all sectors, yet he is really quite good about replying if he’s not busy. Thank you Gonnil.

So that’s a bit of the news at this hour… I’m sure some of you noticed I brushed up realmsofdespair.info recently, I will continue to work on that as time permits. Certainly I need to get my item database reworked (it is very technically correct but also exceptionally slow and unnecessarily rigid) so that we can all start to use the “Mr. Dressup” code I’ve enjoyed in my local application. If any of you are experienced at database design I’d love to bend your ear a bit and come up with a reasonably efficient way to solve this problem.

Cheers!

Looking forward, the Realms of the future?

In my last post we talked about an achievement system and saw more comments on that post than any other. Overwhelmingly people thought it would be a positive thing for Realms. It has been proposed to TS and we’ll see how it goes. Without waiting to prove that the idea can work the Guild of Origin will use this technique to finally get our Assassin’s Run Council up and running – a tool to encourage people to adventure and get more skillful at mob kill.

I continue to reflect on what things might improve the Realms. I say might because I do not consider my own opinion to be the only one out there but by having the discussion in this forum I think at least I expand my understanding of what others thing, so please keep the feedback coming.

Once I started thinking about the achievement system I started to question whether or not the character is the right basic unit for a player. For example there’s no simple way to create an achievement that says “Level a character of each class to avatar.” because our basic unit is a single character.

Why might we want to create a higher level grouping than a character? It seems that the idea of character bound items is very popular to encourage people to go out and adventure on their own. I fully support it. It instantly conveys to me that someone has actually done some playing (except for those who pay someone to get the item on their character … but no system’s going to be perfect). The frustration comes when you upgrade the character with a replacement and now want to use that item on the new character — or if you’ve decided to switch the build on your character and won’t be using the character bound item on that guy. You can’t use it on your own characters.

One solution to this is to create an account level login that acts as a master login to all your characters. Character bound items become account bound items and problem solved. Account level achievements now become trivial and happy days.

So … is it even possible with the way SMAUG is designed today? Perhaps. I don’t think it’s a trivial change but I do think it’s possible. The question becomes what behaviours should be allowed regarding accounts? Can we trade characters out of accounts? Believe me that there will be a segment of the community that will say NO … and it is by far the simplest solution. An end to character trading means you level your own toons and no more paying someone to do it for you. If we say yes then we need a mechanism to disassociate a character from an account … again not a big deal. The later is probably the simplest political sell because it does not signal any policy change from today.

As with most things Realms this could be opt in. You get to the login prompt and type a character name that isn’t associated with an account and bang you log in as a single character.

There are lots of details that would need to be worked out especially around how character and/or account bound items would operate but I think that this would be a road forward that allows players a more rewarding experience.

New account oriented features could be discussed … we call our groups of characters armies but what if a new semi-pkill kingdom style of play was introduced? That’s a different idea for a different post and maybe even a bad one but let your imagination run away with you and see if new ideas crop up when you travel this road.

Motivating Exploration

As I said, I would like to open some discussion about things that might help improve aspects of the game that people seem to historically complain about. One of the issues I’ve heard is that although we have a ton of areas, exploring them feels unrewarding.

Not every area can be chock full of top end best in slot gear for all characters and alignments. Given the number of areas we have we’d have to have hundreds of wearlocs to accommodate this influx of fantastic l00tz. Additionally not everyone is motivated by l00tz!

I have been farming achievement points in Diablo 3. I try to accomplish them in the highest difficulty I can, even if sometimes it’s normal. I am not suggesting that the Realms has to become Diablo, but I think that when we see a system that keeps people motivated and encouraged that it’s worth asking “can we replicate it”?

I believe the answer is yes! Quests exist, tagging exists. Some facility has to be created to display achievements and the tagging might need to be extended in order for it all to work but I don’t think it’s impossible.

Additionally it would breathe life into old areas as immortals and players alike suggest achievements for areas. I would thoroughly enjoy finding achievements and trying to create new ones.

What would it look like? Well I think that all achievements should be visible with their requirements spelled out. We have enough unsolved puzzles without adding more. If you create achievements correctly it might even hint to players that some puzzles exist without telling them how to find that puzzle. Achievements should be soloable predominantly. We have enough mkill situations that require groups, or some group play might be needed indirectly but let’s encourage the single player experience again so people aren’t frustrated waiting for groups to form.

Some examples?

    Find all items in pre-auth.
    Read all the points in the Geography room.
    Obtain a pair of lizard gaitors before level 4.
    Visit the recruiting rooms of the Guilds of Nature, Origin and Spirit.

I would also love to see groupings so that you could create an achievement whose requisite is completing a number of other achievements. For example you could create the “Darkhaven Explorer” which requires you to finish a number of achievements related to Darkhaven like visiting the library, lounge, the old guild homes, find Sonoria, and so on.

People like Loril have spent TONS of time putting in game quests into the Realms, maybe a system like this is a little more directed and gives someone something to follow … especially early on. An achievement might be to find a tourist by level 5 but doesn’t have to tell you that the tourist has a quest available.

Thoughts anyone?

Symposium Suppose?

I was a member of the Symposium way back when under Edmond. I enjoyed being part of the process of coming up with ideas and seeing them evolve and go live in the game. Even though my name isn’t attached to the ideas that made it into the game, that’s okay with me because it took a team to shape them and finally someone else’s effort to code them.

When I returned to Realms one of the things I did was approach Romani to become an at-large member of The Symposium. The relationship has been a little rocky between myself and the other members of TS. I have strong opinions and I don’t always convey them well, indeed some weeks I’m just flat out bitchy. Nonetheless the council does get work done, ideas get passed up the ladder and some of them have already found their way into the game.

I have seen this council really work well and at present I don’t think that it does. The primary reason, in my opinion, is that there are too few of us. I think that when you have a very small group of people voicing their opinions there is a true risk of under representing the larger community.

To simply work to produce ideas for the sake of doing it is futile in my view. This is how I’ve felt about new class proposals. When I arrived in TS the Death Knight proposal had already been languishing on the board for at least 5 months. The original idea had been diluted and the people who were invested in the compromise version of the proposal had left. Those of us who were new or who remained could not change things that were already “decided” and yet the hard parts of building an slist and maintaining a theme laid ahead of us.

Yet more people left TS. I nearly left and I certainly became very frustrated and cynical about the ability of TS to actually produce changes in the game. Recently when discussions about how to fix Nephandi came up I reacted very negatively … perhaps even a bit childishly. I do regret that, it’s not my intention to alienate people who are trying to to find a way to make positive changes and I know that I do.

I’ll say that I was short tempered from lots going on in my personal life, mom’s been in and out of the hospital, sleep’s been in short supply with the little one being (normal kid) sick, money’s tight waiting for the first pay cheque from the new job … they are reasons but it’s no excuse. I still need to work on expressing respect for people around me.

All this said, I stand by my assertion that Nephandi might be broken beyond the hope of making them interesting to the general populace. I’ll go a little further here and say that I don’t believe new classes are going to spark sustained interest in the Realms of Despair by either long term players or by the new recruits. Barbarians are neat but I see few people main on them … can’t guild, can’t order, can’t use magic equipment … for that you get some really stunningly good offense. So people pull them out to beat things up and then put them away. Fathomers? Nephandi? Paladins? Augurers? I know some people choose these classes … I’m not saying they’re useless or something’s wrong with them. I’m saying that in general I see people play these classes as something they load up and use then put away.

So when we talk about buffing up one or another, I don’t know if it’s going to do much to help attract and retain players. Right now I’m sort of putting things through that filter, big time. I think there have been great changes … mage paths stand out to me as one of the most interesting things to happen … for the most part they’re useful and interesting. Nonetheless though lots of mages are played as load ’em ups they hold a classic audience who play them as mains. Yet despite this, people aren’t playing or not playing because of what a mage looks like on Realms. The cleric paths may be the most thorough and technically substantially changes to classes ever done on Realms, yet they’re largely ignored. People don’t visit and don’t stay or leave because what deity a cleric follows affects their spells, even though it’s cool as hell.

I also feel that new areas aren’t the answer, though they’re always welcome. We have a plethora of areas to explore. People don’t visit most of them. New areas get farmed for the best piece for a while, the high end stuff often gets bought by people who do “the same old thing” to get gold. Cellador, if you read this, sorry … but your bragging about having 60b to buy whatever you want just from levelling characters defeats the point of adventure to me. I’m impressed that you have gotten levelling down to a fine art and agree that not everyone wants to level, so the service is one that’s desired but yeesh.

Anyone who wants to discuss problems that cause people to leave the game, I am all ears. When I heard that guilds were being merged because 3 strong guilds were better than 11 idle ones I dove into the project with all my enthusiasm and passion for improving things. I put a lot of time into GoS even though I didn’t like the design and had almost no intention of spending much time in the guild.

I’ve spent a lot of time talking with people who HAVE left the game. I’ve spent a lot of time talking to people who are new to the game and are THINKING of giving up. I myself have quit and returned. I liked the double experience weekend, it worked, to a degree. I read Vilexur’s blog that talked about MUDs still being relevant, they sure are, I can easily interest people in them but I don’t really promote much anymore because I hate seeing people start and quit.

I intend to discuss some of these things that I think need work in upcoming posts. I have no interest in griping and beefing without some ideas forward, things that we can realistically work on together as a community. If you quit, drop me a line and tell me what bored you, what drove you away, why you stopped playing. These things always help. Sometimes the reason is just “my interests changed and I didn’t have as much time for the game anymore”. I think that’s a normal and healthy reason. I just haven’t heard it much lately.

Happy Birthday Guilds!

This is the testament of Lareawan Dawnbreaker who was witness to the events of the great Dragon Raid of New Darkhaven and the destruction of the guilds. Much of what follows was greatly aided by the records of Zistrosk, his assistance is always appreciated.

Some will mark the time as 1 year ago yesterday but those inside the Realms know the time moves very differently, indeed over 4,000 years have passed in the Realms of Despair since these events.

Let us journey back to that fateful night.

Duke Luther shouts ‘Guards! Guards! There are dragons on the battlements! Everyone marshal together to defend New Darkhaven!’

Dragonslayer was still a ghost of its former self, Arete was in the Mountain of Lost Souls, and I can’t comment for the other Orders but it fell to the Guilds to defend themselves.

As adventurers fought against white dragons in the streets the first guild fell.

Several dragons breathe fire into the home of the Vampire guild, leaving it in ruins.

Duke Luther shouts ‘The Guild of Vampires has fallen… Quickly, rally around and help defend the Guild of Nephandi!’

As the adventurers ran here and there killing white dragons and typing help map to find out where some of the guilds they had not paid any attention to were, the Nephandi guild fell.

The dragons lay waste to the home of the Nephandi, leaving rubble everywhere.

By this time many adventurers had killed at least one dragon and realized that how many they killed might matter later on as they noticed this kill blow message: You take out a quill and mark one kill on your arm. Fight as they might, the impassioned Duke Luther continued to shout for assistance.

Duke Luther shouts ‘Both the Guild of Vampires and Nephandi are destroyed. Quickly, lend aid to the Guild of Augurers, they appear to be massing there!’

Even as the assault on the Augurer guild continued, more dire sights were seen over the walls of the city.

The dragons begin to invade en masse, building up their power for further assault.

Duke Luther shouts ‘Guards! On the horizon is a large dragon… coming our way. Man the battlements, bar the entry ways. It must not make it through!’

The dragons soar high above, then dive bomb the hall of the Augurers guild, leaving nothing but destruction.

In the midst of it all, Duke Luther abandoned his post. Some claim his guards forced him out of his throne room but I brand him a coward and a traitor to the guilds since no guard would forget to protect the Duke’s family!

Duke Luther’s personal guards force him from his throne room, to a safe location as the dragon attack increases.

Gilaeformo quests ‘they left your wife in the castle dude… :P’

With his wife still in the castle, Luther’s failure became complete.

Lightning cuts across the sky as Kilgharrah dives down and begins to attack Castle Darkhawk.

Kilgharrah, the ferocious dragon of Arthurian legend is here to make you pay.
Kilgharrah is shrouded in flowing shadow and light.
Kilgharrah is surrounded by a mix of ice-shards and sparking flames.
A younger looking white dragon is angered by the destruction of his kind.
A small white dragon is shrouded in flowing shadow and light.

Many brave adventurer went to face the great leader of the dragons, Kilgharrah, but no matter the power directed that way our greatest heroes could not defeat this power. In the midst of the distraction, the Cleric guild met its most dire hour.

Kilgharrah dispatches yet another fleet of dragons, this time heading straight for the sanctuary of the Clerics.

The swarm of white dragons race through the Clerics guild with alarming speed, destroying almost everything.

As adventurers grew frustrated by the Duke’s absence and the mysterious absence of the dragon ore weapons forged to combat just such an assault some rebelled. Hurley quests 'Maybe we should kill the little guys and just say screw the Duke.' Bratac quests 'he did pick this fight' Despite the slaughter of many white dragons, Kilgharrah maintained his strength.

Kilgharrah dispatches a new group of dragons which head straight for the ancient forest of the Druids.

After a long fight, one in which Zistrosk fought valiantly as leading as only a true Guildmaster can, the Druid guild fell.

Heaving fire from above, the dragons lay waste to the forest in which guilded Druids make their home.

Kilgharrah sat in Darkhaven Square, defeating all who opposed him. Clearly the dragon was in his glory!

Kilgharrah eyes the surrounding town, a destructive gleam in his eye…

Kilgarrah roars in satisfaction as it eats another Darkhaven guard.

Dark blue lights cascade across the nights sky as Kilgharrah launches another assault!

This assault was relentless and it ended with Jensen fighting barbarians such as Arastos who were killing dragons … in such times is not the enemy of my enemy my friend? It’s no wonder that the Fathomer guild fell in such a disorganized defense.

Captain Kidd rattles his sabre at the fleet of dragons in a final valiant stand… but the ship of the Fathomers is reduced to ruins quickly.

After destroying the Fathomers, Kilgharrah continued his rampage with the Paladins. Many stood and fought with great valor but it was all in vain.

Despite the heroic efforts of the Paladins, the guild is laid to waste like the others. Though their defense will be remembered for all time.

As the raid continued many guards panicked. Some even locked the adventurers INSIDE Darkhaven, somehow still concerned with a rumoured Balrog uprising to the south. Many felt the pinch of being unable to restock from donation rooms yet the brave shopkeepers of Market Street kept their doors open, charging full price … profits on their minds instead of gratefully supplying adventurers in their time of need. Another injustice, albeit a minor one. With the injustice of the destruction of the Guild of Rangers who noticed the small ones? With nary a whimper the first home of Tharius and so many others disappeared from the Realms of Despair

The Rangers guild is now no more, as the dragons’ fierce assault makes quick work of it.

The raid reached a frenzied peak with the oldest guilds in Darkhaven falling almost together. Mages, warriors and thieves fell in quick succession … who knows but perhaps this is why they found kinship in the Guild of Origin. Kilgharrah trapped the thieves within their guild, but many used their secret exit to escape outside the walls and rally in the defense of Darkhaven.

The dragons head toward the guild of Mages…

Kilgharrah directs the dragons to the guild of Warriors…

The hallways of the guild of Mages burn to the ground as Kilgharrath’s dragons do his bidding.

Sonoria quests ‘Aid the sick, aid the wounded… The Guild of Thieves needs our help as the last remaining guild!’

The castle of the Warriors now lies demolished.

Though it withstood a long assault, with all 3 of its leaders present in the fight, at long last the venerable Guild of Thieves fell, though it took Kilgharrah and not his minions to accomplish the task.

With a massive fireball, Kilgharrah succeeds in bringing the warehouse of the Thieves down to rubble.

Having accomplished his revenge, Kilgharrah left Darkhaven to pick up the pieces.

The mighty dragon Kilgharrah glows in victory, eyeing Darkhaven one last time as he prepares to depart…

Many more felt great anger towards the Duke, perhaps these wounds will never heal.

Gilaeformo quests ‘why destroy the guilds and leave darkhaven? the duke is the one really to blame…’

In all the time since many have rallied and build and bonded. The Guilds of Nature, Origin and Spirit have grown into reliable organizations. Many of the Orders who failed to come to the aid of the Guilds have been aided by the guilds as their recruits gained power and experience within the Realms. Many of the guilds now accept players barely out of the Halls of Knowledge and continue to serve as the first organization many new players experience.

If you have time, please consider spending some time in a guild. Lead a run. Host a quest. When the Guilds of Darkhaven flourish, we all benefit.

Holey moley and how to make Nephandi more enjoyable.

Every Sunday night at 7 p.m. The Symposium meets to discuss ideas to help improve the Realms of Despair. At least in theory. Attendance is usually so abysmal that anyone who’s willing to talk about anything can usually keep the floor while the others glaze over.

This has been the sad state of affairs for at least the last year, yet despite these meetings ideas still get processed and submitted up the tree with a few even making their way into the game. At some level the process works.

Part of the problem is that most of the people who volunteered to participate don’t. Another part is that there is 20 years of history of ideas that have been submitted, voted down by one level or another and that resurface and get resubmitted from time to time. The submitter feels like they’re being slighted when they’re told that the idea has been shot down lots of times before. I suppose if we understood why it was shot down then it would be a lesson to help grow our understanding but usually it’s a big ol’ raspberry.

So last night’s meeting started out with the usual suspects … 2 mortal members, 1 mortal head and the immortal head, hardly a quorum even in the current membership roll. The meeting started out with an assertion that Paladins are over powered (OP). I disagree with this statement – shieldbash may be overpowered but it’s only useful in a restricted group of scenarios. My opinion of Paladins is that they’re a specialty warrior class and that they’ve always attracted people who wanted a cleric that could hit. In other words, largely ignored by the masses. Shieldbash made it so that people wanted one in their army – along with 8 barbs and 8 thieves and so forth. So the new skill increased their use – as an alt in the bottom of the tool box.

So the question I put forth was, “So what?”. If they were OP then everyone would be spam using them everywhere, it hasn’t happened so I don’t think I’m out of line disagreeing with the sentiment. My follow up is essentially “What do you want to do about it? Do you want to down Paladins or up everything else?” I’d like you to understand how little investment I had to the conversation at this point: I don’t agree with the premise and don’t think meaningful changes to under used classes is going to do anything to help Realms retain players anyway.

I ticked off, tongue in cheek, that clerics and mages have already had some attention, the original suggester mentioned that vampires are already OP, I said Bladesingers and Barbarians are too new to be on the upgrade pile already so hey, there’s 5 of 13 classes down.

So … it was asked how can we fix Nephandi? The two mortal members agreed that they could care less if the class was deleted. I’ve always felt that they’re some weird evil mage thing that doesn’t seem internally consistent to their own premise. The idea was suggested that qlippothic shift (qlip) should have it’s own damage type and saves and so on. Ok, great. On the face of it I have no problem with that but I circle back to “so what?” Let’s say that qlip becomes the next big attack. I think the players would only take it and use it to spam particular mobs EXACTLY how shieldbash or choke or rend are used now. Then the prize mobs of that pack will get a resistance or immunity to the nephandi damage types and they’ll go back in the tool box.

So a new damage type to help 1 class that few people use. The discussion MONTHS ago about new damage types IN GENERAL went nowhere but …

You know, I’m not trying to be overly negative … I think I can come across that way because I’m frustrated and bored with small ideas when there are big things that need fixing that we don’t see movement on. To be fair there might be lots going on and as a mortal I just don’t see any of it – I always leave myself room to admit I’m wrong and have my head up my ass. I just don’t think a new class or a new area is going to do much to revive interest – players barely visit Winterlight or Florebit now despite interesting puzzles and great equipment. The sentiment was captured by Cellador on avspam – why bother, I’ll level characters for people and buy my eq. People have no idea how hard someone like Merkess had to work to get 5 people together to go to Seth – a team with experience who has never rotted a corpse can’t get mass to what is a premier mob. That’s the conversation we should be having. Attracting new players is great and I wholeheartedly think the game has tons to offer but as a Guildmaster I’ll tell you that they get annoyed and frustrated at problems that have existed for a long, long time that have never been addressed. In today’s gaming world they can be on a new game having fun in the time it takes to log into Facebook instead of being bored or frustrated with Realms. The challenges we’re facing require a hard look at the critiques people have been making for years … or at least an admission that what we’re doing now might not be working.

Long after the meeting I managed to come up with something to at least try and work down the road that was presented. I suggested they should have a skill that halves the duration of any magical spells (so your sanc is halved if you’re fighting a neph), halves the damage from magical sources and drains mana. The answer that came back was “yeah but most damage is from prog damage so it won’t fix that”. True. Most mobs don’t cast sanc or elemental shields either, they’re aff_by.

Never mind … you get it by now.

… and now for a word from your Supreme Entity!

Did you know that Thoric was not always alone at the top of the wizlist?

It’s true! A quick visit to the Darkhaven library reveals that some unoriginal dude named Thoricabc was also once atop the wizlist in mid-1995 OK! That’s cheating, but hey, it got you reading didn’t it?

There are only two names on that list who are still on the wizlist today: we find Thoric at the top and if we look waaaay down to Lesser Gods to see our elder Ancient, Blodkai. We do see a number of other names who have left their mark on the game; Dominus – former Assamite and author of Seth’s Fortress, pre-Shattering deities Circe, Grishnakh, Scryn, Cabal, Taboo, Witherin and Adonia, we see Gorog perhaps best remembered for his watchdog among newer players and coders like Haus who contributed so much so long ago. Then there’s Blackrose? That was a long time before Dragon’s Pass, what the heck?

Despite standing astride the wizlist Thoric is a really down to earth guy. I’ve had the pleasure of meeting him several times over the years, mostly at reunions and I will say that I’ve always enjoyed speaking with him … well unless you want to talk code … then the “i++” or “++i” debate threatens to ruin all! (Ok ok! No more code, I promise!!) Thoric generously agreed to answer some questions about himself and the early days of the Realms of Despair, so without further ado, I present Thoric, in his own words.

Prior to founding the Realms of Despair, I had experience with BBSing from about 1985, and didn’t discover MUDs until 1991. I primarily played a MUD called Mozart. I started Realms as a pet project while working for ComputerLink Online as a door game for the BBS. Realms came first, later a version of the code was released as SMAUG. Part of the reason for the official code release was due to the code (and areas) being stolen. The name “Realms of Despair” actually originates from the “Forest of Despair”, from the “Salburg” area which I started working on while playing Mozart and was never completed until many years after RoD had been up. Although I don’t play as a mortal at all Salburg has a special place in my heart. I actually never spent time as a mortal on Realms. The aspects that appealed to me were all ones that I had added to the code. This was by part inspired by my desire to make the Merc code base a little more like SillyMUD. One misconception about the early days of Realms is that the mud was originally PKill only. Realms was never PK specific. Originally there were less rules, and later PK specific code was added.

I think that one of the greatest accomplishments that Realms achieved occurred when Realms was still young, back around 1997, the development and evolution of the code was very rapid and significant changes and rewrites would happen nearly overnight. I think it was somewhere around this point that the game really came alive and defined itself from others, laying the foundation the rich maturation that followed.

Back in 1999 we had the opportunity to take Realms in the direction of MMORPGs like WoW, but it felt too risky. I believe there was a huge missed opportunity there. If we could go back and have a “do over”, I think that would be it.

Other than its longevity, the aspect of the Realms of Despair that has surprised me the most is mostly how many people met in the game and got married in real life.

It’s tough to say what might be needed in order for the Realms to survive another 20 years I imagine it would need to evolve into something a little different than it is now, which is perhaps something that should have started long ago. I’m open to ideas regarding the nature of this evolution. I don’t know if fundamental changes would be required but without some changes things will be come stagnant and I don’t see them lasting [another] 20 years without some evolution. I’m sort of envisioning something with mobile support, but interested in what others are suggesting.

Kali the Cleric! Hey, did you hear something? It sounded like a dropped hand grenade!

For those of you who haven’t been paying attention, Kali is the current Head of the Council of Elders. This _vampire_ vampire has been kind enough to contribute as our guest writer today. If he’s visible then there’s a certain nervousness that spreads across Realms. If he’s not inclined to destroy you today, your deity might be on the chopping block! šŸ™‚ I have had longstanding respect for the quest lines surrounding the Shattering and while acknowledging the many contributors to those quests, my favorite remains the closing and reopening of the Tower of Despair which Kali was so involved with. Where did he get started? He’s been on the wizlist as long as I can recall … well here it is, in his own words!

During my first year in university a friend of mine introduced me to a now forgotten iteration of a sloth mud. I played this mud a lot. More than I wanted to, really. At this point in time access to the internet meant using the public computer lab, which put all of my time-wasting on display for the whole dorm. After a couple of months I finally quit that game cold turkey and swore off muds forever and ever and ever.

Then, during my third year, one of my roommates started talking about this mud he found where you could play as a vampire. I declined to play. No more muds for me! Then another roommate started playing. I still resisted. Then a third roommate joined in and told me about the player killing he was doing as a vampire. Finally, I gave in and decided to test out this mud. But as my act of defiance I decided that I wasnā€™t going to be trendy and follow everyone into being a vampire. I followed in the footsteps of my slothmud days and chose to play a mighty cleric.

Shockingly, that did not last long. When some of my friends lapped me to avatar on their second or third vampire, I decided that I might have made the wrong choice. I abandoned that level 32 cleric and started my first vampire. As an aside, I came back to that cleric many years later and finally took him to avatar. I still have him. But vampire became my main class, as they were for most players in those days.

I was actively almost exclusively in pkill for my first couple of years on the mud. My belief was: Why go kill a mob for one piece of equipment when I could just kill a player for a full set of equipment? Some players farmed mobs ā€“ I just farmed those players instead. I had members, secretly or publicly, in every one of the clans, but my main loyalty was to Inconnu.

At that point in time if you owned a deadly character, you were not permitted to be an Immortal. There was too much concern that cheating would occur. Eventually, that rule was removed and I immā€™ed on an unknown alt along with about a dozen other deadlies. A few months later, they reinstituted the ā€˜no immortals with deadliesā€™ rule and I chose to demote rather than leave my clan. About ten months later, they decided to remove all of the existing clans and replace them with two clans: Retribution and Forsaken. Once my clan was deleted, I chose to retire from pkill and become an immortal (albeit a deadly one and the Head of the Pkill Conclave). That was in 1996 and I have been an Immortal ever since. In addition to Pkill Conclave, I co-headed the Visionary Consortium and then joined the Council of Elders in 1999.

Trivia note: Both times I was immortalized they moved me directly to 52. I have been many things in the game, but I have never been level 51.

In response to the question about inspiration, I did quite freely involve ideas from Vampire:The Masquerade in my early years on the mud, but the tradition of utilizing that world actually started with Caine/Dominus. I didnā€™t learn about V:TM until I started playing Realms and I wanted to learn more about the game as it was heavily part of the mythos of deadly clans. As a result, I bought a large number of the books and even played VTM for a few years as well. While the VTM source material was part of my inspiration as an immortal for a number of years, Iā€™ve always drawn from a multiplicity of sources: literature, music, plays, current events, art and anything that happens to catch my fancy. Sometimes an idea can grow from something as simple as a name or an image. I donā€™t contribute as much creatively now as I did in the past, but growing the seeds of those ideas was always one of my favourite parts of being an immortal.

The chance to implement some of these ideas is one of the things that keeps me coming back to the game, along with the friendships I have made and the sense of responsibility I have towards the stewardship of the game. I hope that my contribution to Realms has overall been a positive one and Iā€™m proud to be part of the Immortal teams, both present and past, that have helped to create this world. I would say that I am proud of the mortal contribution as well. Realms of Despair is a story jointly created by the presence of all involved and it has been a pleasure to be able to tell that story alongside so many wonderful players.

Well, thatā€™s about all the niceness and sappiness I have in me for this decade. Iā€™ll probably kill you all in the morning.

Beg, borrow or steal I’m scraping game.org to bring you words from Blodkai!

Yes … the title here is pretty literal. I discovered this post by Blodkai while doing a scrape of the Wayback Machine archive for game.org. Why do such a thing to begin with? Well, a few sites have gone offline recently and I’ve been really glad I had my own offline copy of them. I went sniffing around game.org mostly looking for old wizlists or other removed organization pages that might be helpful towards building a new Realms site that includes more depth than many I’ve seen.

I present this to you in its original form, unedited as it appeared on game.org. It is 14 years old so I think it qualifies as a Realms historical document in its own right šŸ™‚ I thought it was fascinating and i hope you do too … Blodkai!

August 28, 2000

I collection of various questions that have filtered across to me in one way or another enough times that I may as well put them together in a single Q&A.

“How long have you been on Realms? Did you help found it? How did you come to Realms?”

I’ve been on Realms since near the beginning, but was not a founding immortal. I’ve always been a gaming fanatic, and I had run myself broke playing Major BBS door games like TeleArena and Crosswinds and MajorMUD on a 286 with an amber monitor and a 2400 baud modem, mooching access to the ‘net by sharing shell accounts that other BBS friends let me use.

One day I landed on some giant Major BBS system up in Kansas or someplace that was dedicated to the schools of the Big 12 Conference. I schmoozed (repeatedly) some free credits from the moderators there to play MajorMUD, and one day tried a link they had to Bat MUD. That was a whole new experience for me. I was amazed at all the people, the interaction, the different style of play and the new things available to me.

And all the lag.

When I figured out that it wasn’t the only game in town (literally) I ran around trying out other MUDs. Back then there weren’t nearly so many of these games around, and most “big” muds had 20 or 30 online at a most. I stumbled across Realms one day in its infancy and was amazed yet again at the new world, and the immortals. Ranma was my first immortal contact, and blew my mind by informing me that, yes, I was allowed to keep _all_ that stuff I got off the corpse of a janitor I killed. As I explored and died, Ranma assisted me a few more times (hey, the rules were far more lax back then, and there was virtually no one else around to help) in finding the precious pink ice rings that permitted me to carry loads of heavy stuff.

Not so long after that I lost my telnet access and got distracted by RL matters, and I abandoned the game for a few months. A short while later I, um, stumbled across an unsecured system in the engineering department of a local University that could be accessed via modem and which supported telnet. It was laggy, but it was enough. I jumped around from MUD to MUD again for a while, and finally ended up on Realms again, and the rest is history. A lot can happen and change in a half-decade plus, both online and IRL. Few things are as they were.

“You had some cool bands in your bio a while back. I thought you were old. How old are you?”

Sorry, I don’t give out detailed personal information. I also don’t know where anyone got this idea, though perhaps it’s because of my online age. I hate to shatter anyone’s image of me, but I’m a 20-something. Sorry.

“Your online age is unreal. If you’re not old and haven’t been around for 15 years to account for all that, you must not have a life.”

Blodkai is not only my immortal, but was my primary character that received most of my playing time. When I first imm’d I was indeed online a vast amount of time every day, especially when I began overhauling all of the mobiles, areas, programs and objects in the game. But in addition to that, Blodkai rarely quits out; link-dead immortals simply stay online. I can’t give a specific percentage, but I’d wager that at least half of that time is simply link-dead. I am not online 24 hours a day, or anywhere close, but by the same token I am online (or working offline) for a good amount of time every day.

“I heard you used to pkill and had a cheated Dragonhide Breastplate with 900 hitpoints and 50 damroll added, and then some guy killed you with a cheaply equipped warrior and you balzhured him for it and still hold a grudge against him and you hurt kittens.”

Okay, I admit this is a compilation of statements from the absolute extreme end of the rumor mill, and I people aren’t out there accusing me of this for the most part, but it has bothered me to no end so I’m addressing it here:

Yes, I used to pkill. Quite a bit. I don’t any more for a variety of reasons that I won’t really get in to here, but suffice to say I have too many things to do and not enough time to do them as it is.

No, I did not have a cheated plate, and the plate I did have had something like 300 or 400 hps on it, plus (if I remember correctly) a few dex and luck. No damroll, no affects. The plate represented the lion’s share of all
my old quest points. Prior to the current “glory” system, the quest system (quests and rewards) were much different. One quest point = one hp. I found that too tantalizing to pass up.

I spent a good deal of time accumulating quest points and renames in both public and private quests. (private or small quests were often run in those days, it wasn’t a matter of my immortal friends giving them to me – primarily because I had no immortal friends aside from Darksong, who was in no real position and of no inclination to be doing such things in the first place) I have always been a HP fanatic, and 90% of all of my quest points were spent on hitpoints, most of them going on that plate.

I had placed the plate on one of my pkillers primarily because I wanted to see if I could solo Divine Retribution straight up (i.e. using nothing but the inherent skills of that character’s class, and heal potions) using it and my pkill equipment. I used to spend a great deal of time killing Divine with peacefuls, but it involved using a single vampire or warrior or ranger (usually warrior or ranger) assisted by backpacks full of various offensive scrolls. With the pkiller I wanted to just try to flat-out whip the beast. I was otherwise not in the practice of placing rare items on my avatar pkillers, save for a few.

No, a cheaply equipped warrior did not kill me. A cheaply equipped warrior may have participated in the fight (started it, got the killing blow, who knows, I don’t recall), but I think the other five or so characters — including at least two of the buffest enemies in the game wearing plenty of “special” equipment — deserve as much credit. Heck, I used a cheaply equipped warrior (I had several around the 90 damroll, 1350 hp range) on a similar kill on a clan leader who was more powerful than the character on which I lost my qp’d plate – including helping to tank him, chasing him down and preventing him from fleeing with bashes – but “I” didn’t kill him. There were four or five others characters who helped out on that one as well.

And no, I did not balzhur the character for it. After the behavior or the MUD administrator prior to mine, and because I was deeply involved with pkill from the mortal side, it has always been important to me to separate my immortal activity from my mortal activity as much as possible. It would frankly be idiotic and arrogant for me to have balzhured someone for killing me. To be honest, I don’t even remember everyone involved in the kill today.

I was eventually involved in the balzhur or destruction of the characters of the player who eventually ended up with the plate, but that was some time later under completely different circumstances. Specifically, that player demanded that his army be deleted and he engaged in behavior designed to force us to do just that. I believe at a later date when he asked to return and get a few characters back I restored a few bare pfiles for him, but beyond that I could not tell you today who he is, if he still plays, or if he was involved in the kill or simply acquired the plate by some other means.

Oh, and I love dogs. Not so much cats.

“I heard you created a 25 damroll Oblivion for a pkiller friend a long time ago.”

The number of pkiller “friends” I had I could count on one hand, with people like Stoker and Felix making up the majority of them. Anyone with any knowledge of pkill should know that they aren’t exactly hurting for out of game, rare, or exceptionally powerful equipment. Makes a lot of sense for me to go against everything I’ve always stood for on this subject to give them an obviously modified item, doesn’t it?

I should say that there were many pkillers I was friendly with. Many, many of them, but not to the extent that I’d sit around thinking, “Hey, I’d really like to risk ruining my reputation by giving them something ridiculous and against the rules I helped set down.”

Now, there may indeed have been a time I reimbursed an oblivion to someone, or some strange, unusual circumstance that gave birth to something vaguely similar occuring. Beyond that, I’ll just mark it up to the rumor mill. I feel somewhat thankful that these two things account for most of the really bad rumors I’ve ever heard about myself.

“Are you Allax?”

No.

“Do you know Allax?”

Not that I am aware of, unless he’s someone I do know going by another name. I’m afraid I have never heard of Allax, and never encountered a player who I know to have ever used that name. I wish I knew the story behind this, since it seems to get brought up quite a bit and I’m somehow linked to it.

“Do you play other MUDs?”

No.

“Do you pkill on other MUDs?”

No.

“Do you play mortals on Realms?”

Not nearly as much as I used to, but yes I still play.

“What else do you play?”

Counter-strike (quite a bit), Halflife Team Fortress (rarely these days), and Quake 3 (quite a bit). Beyond that I have a very busy job (as I said in the first section, a lot has changed in the relatively short period of time since I came to Realms), a girlfriend, and a laundry list of hobbies and outside interests.

“Do you work for Idirect, Tucows, Bluegenesis, etc.?”

No.

“Do you live in Canada?”

Politely put, no.

“Are you bald? Why do people call you Baldkai?”

Not even close. My friends used to call me that because one of the few things I was vainly obsessive about was my hair and they knew it would bother me, especially after I cut off my literal mane of hair a few years ago.

“Is that you in your bio on the main Realms page?” [ed: Blodkai’s bio is reposted below]

Yes.

“Your bio says you were a massive multiplayer. It’s very hypocritical to have been a massive multiplayer when you were a mortal, but now that you’re an immortal you try to hurt multiplayers.”

My bio says no such thing, and I’ve amended it with a paragraph that should make that absolutely clear. I’d suggest you read it here. I had a large complement of characters, but I rarely played more than one at a time, and when I did it was perhaps two or three.

“Why are you so against multiplaying?”

I’m not against it in moderation at all, but when it’s overdone to the tune of using 16 or 24 or more characters to fight a single mobile it’s gone off the deep end. It’s massively unbalancing to the game, and it simply isn’t tolerable. Many old MUDs, including several that used to permit unlimited multiplay, have banned it altogether for the exact same reasons we’re trying to limit it. We are attempting to walk the line between allowing it yet maintaining some balance, and banning it outright ourselves.

“Why have you made so many mobiles so hard to kill?”

Note that I alone no longer make all changes to mobiles. We thankfully now have a staff of higher immortals who are truly capable of helping with these things, and in whom I have entrusted the authority to make certain changes. While it was once true that if something changed it was my doing, in recent times that is not necessarily the case.

Mobiles have been upped to try to keep extreme multiplayers from ruining the game by spam-killing them. Many mobiles are designed to deal specifically with multiplayers and not be so harsh with smaller groups. As we begin to clamp down on multiplay and implement code to lessen its effects, mobile power may begin to decline as well.

Another problem is simply our size. On most MUDs it’s rare to be able to put together a group of eight or nine or ten players to go try to defeat something, but on Realms where we have 400 and 500 players on at once during peak periods it’s not at all uncommon. As time goes by, players get more advanced, skills and spells become more powerful, etc., mobiles have to be adjusted to keep up.

In consideration of all the above, look at Seth. The premiere monster in the Realms with the most sought after equipment, yet even the latest generation of Seth equipment existed came to be common. With a character base before the clamp-down of well over 20,000 (larger now, but still) there nevertheless existed _several_ thousands pieces of this equipment. If that doesn’t necessitate a change, nothing does.

Right now things are about as difficult as they have ever been, but I would anticipate that in the future this rise in difficulty across the board will abate. Some mobiles will continue to grow in power, and yes some are next to impossible, but that’s simply part of the game.

“Has anyone from Realms ever met you?”

Exactly two people who have ever played Realms have ever met me. I speak to or have spoken to several immortals (Thoric, Circe, Moonbeam, etc.) on the phone, but only two people have I ever actually met.

There are many more, but I’m out of time for now. If you have a question, email it to me and I’ll try to get you a reply.

Blodkai’s game.org bio:
Blodkai appeared ages ago, only shortly after the inception of the Realms.Ā  For some time he traveled the world, occasionally with friends but largely alone, learning the realities of the Realms, its nuances and even its tricks.Ā  Over time he came to command a sizable complement of characters long before it was common to do so. (and it was rare that more than one was used at a time)

A chance encounter with a strange character in the Tree of Life in the days when the world was much smaller was to be the changing point in the path of Blodkai’s life.Ā  Though he did not recognize this stranger,Ā  the stranger had noted Blodkai’s presence over time and revealed to him what was at the time a little-known and fascinating feat.Ā  This single act was an epiphany for Blodkai, and soon he began expanding upon his new-found understanding.Ā  In time there was no corner or secret of the world unknown to him, and the extent and value of his material accumulations grew to exceptional proportions.

Though his contact with the stranger had been sporadic during this time, the day came when Blodkai chose to accept an offer made to him upon their first encounter.Ā  This was his entry into the world of the deadly, in the lawless, brutal and chaotic time of the original clans:Ā  he accepted the invitation of McBeth, and became Darkblade.

Eventually Blodkai would be a member of a handful of additional clans through the many deadly ages:Ā  an Inconnu, an original Malkavian, a founding deadly Maidenstone and a Nosferatu.Ā  But after the passing of the original clans and Darkblade, the majority of his deadly activity was carried out as an unclanned, fighting for no colors but with loose affiliations.Ā  There came a time when his deadly characters of all levels outnumbered his remaining peaceful characters.

At some point as a mortal he was approached by Circe, a high goddess who oversaw the creation and expansion of the lands of the Realms, and through her favor became an immortal.Ā  Within a few weeks he was a Demi god, and within a matter of months had ascended to Greater God, a time during which he made sweeping changes to the treasures, lands and creatures of the Realm.Ā  This was also an age of repeated upheaval in the immortal community as the very gods fought and conspired against each other, and despite his attempts to avoid entanglement in these affairs he was ultimately drawn in.Ā  Joining with a number of other high immortals including Narn, Haus, Gorog and Damian, and with the aid of Thoric, he helped re-form the Council of Elders – which came to assume complete control of the Realms in its entirety and usher in a new age of growth and stability, eschewing the rampant chaos and infighting of the past.

Today, Blodkai heads the Council of Elders and is the primary administrator of the Realms.Ā  He still dabbles directly in building and coding as time permits, and always maintains a hand in each facet of development.

Hey! Do you remember when deities were immortals?

With the post from Kinux we’ve ascended into the upper echelons of the wizlist. These lofty heights hold some of the Realms’ oldest immortals, members of the Council of Elders whose vision helps to shape the game we enjoy together. Over time even member of the CoE retire and their contributions become blurred into the fabric of Realms until it becomes a day to day part of our lives. Today’s contributor falls squarely into this description. He was one of the people who helped to create the deity system that still exists today, deities whose names were in fact the names of Immortals. These are the deities who were retired in the Shattering and whose replacements can be called Deities 2.0. He’s also someone who came out of the woodwork following the Realms of Despair Facebook page and enjoyed these recollections enough to take the time to write one for our enjoyment. With thanks I present Witherin!

Most of my memories from back in my time on RoD have been reduced to a warm, fuzzy blur. So when Tharius talked to me about making a contribution, I held off. I wanted to ponder it a bit. Do some actual research to recall some items. But I think Iā€™m ready now.

Sad to say, I havenā€™t been involved in RoD for quite some time now. I think I left sometime around ā€˜96/ā€™97 or so. Give or take. Iā€™d married another RoD member and she had left RoD under a cloud that left me stuck between a rock and a hard place. I would have liked to have continued with RoD, but… Well… Marriage.. The choice was really a non-choice from the moment it was presented. Lol! Years later, the marriage fell apart and life was a long, hard struggle after that. When I finally did get
back into gaming, World of Warcraft caught my interest. And that was that.

Ok.. Enough about the ā€œafterā€. Letā€™s dive into the beginning. I got my start with RoD back around ā€˜93/ā€™94. A couple of my co-workers played and were old high school friends of Thoric. So I thought Iā€™d give it a try. My first character was named Witherin. Several more were created afterwards. Arcana, Celasquida, Hronak and others I canā€™t remember. But Witherin was always my main. Sad to say. I canā€™t even remember the race/class he was. But I had a blast leveling him up. From the outset, I allowed
him to have a somewhat dark and mysterious persona. It tied into my social awkwardness (growing up with a hearing loss tends to lend itself to wallflower status in large social groupings), and let me take the social aspect of the game on my own terms. I got to Avatar level at a good clip. Not record setting by any means. But I was happy with the pace. I was a bit lost for a while once I hit Avatar. Not being as skilled with the social aspects, it took me a while to find my footing. In the meantime, I would spend time with my other toons and explore aspects and areas that I hadnā€™t touched on as Witherin.

It felt to me like it didnā€™t take long at all before I was sponsored to be Imm and got the promo. But that could very well be the blurriness of time having its influence. It took me a while to get a feel for being an Imm. Most of the time I was just monitoring/approving toon names; acting as intermediary with disputes between toons; playing bad cop when I had to (seems that dark and mysterious persona lent itself well to this); and peeking at the code underlying things to start to get a feel for it all.

Of the major things I was involved with.. In relative order, based on shoddy recollection, Iā€™d say the helping to write the Newbie guide; helping with the formation of the Newbie Council; creation of Thulā€™Abhara; and the creation of the deity system. I had a hand in all of those things to one degree or another, and likely other things as well. Thul I was very proud of. Iā€™m glad to see itā€™s still there after all this time. The deities… That whole thing was a great idea that turned into a pain in the butt to get working right. First public shot at it, the player items were not well balanced at all. Some were just too
over powered. Some were more along the lines of cosmetic items, rather than actually useful. So a lot of tweaking was done. Iā€™m glad to see the deities are still there and have become such an integral part of the game.

Along the way, promotions happened. Always nice to get the recognition and being able to do more for the game is great. But you do begin to feel that disconnect.. The separation from the players. I did my best to counteract that.. Playing on my alts.. Keeping a couple of them anonymous as much as I could.

Near the end of my time on RoD I was lucky enough to get bumped to the CoE. I never really felt like I belonged with them. Not from any cold shoulders on their part. All were approachable to one degree or another. I just… Well I always felt like the little brother tagging along with the older kids. Brought in because they needed one more and I was just.. There.. To be fair that was mostly my own insecurities.

In any case. I think I held my own. And if I didnā€™t actually do anything spectacular beyond adding in my own two cents to our private discussions, I think I can feel good about my short time amongst that lofty crew.

All in all I had a great time on RoD. And I keep telling myself I should revisit it (I actually did a couple of times for short stints. But it never felt the same without having the name Witherin (a restricted name, of course)). Had a few romances. Made many friends (some of whom Iā€™ve been lucky enough to reconnect with). And walked away with a ton of warm and somewhat fuzzy memories.