| Subject: Advice to new players |
Author:
Xanthippe
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Date Posted: 02:45:34 12/08/02 Sun
Since the ad campain starts soon, I thought I'd start up a thread so we could post advice to any new players that might want to start up rewarding characters on the Fourlands.
Here's my first block of advice:
Fourlands is a *very* different kind of mud than almost anything else available. As such, you should put a lot of thought into what you want your first character to do. If you want a character who can explore the world (NOTE: THIS IS VERY DANGEROUS), then I suggest you start as a human ranger or thief (unless you choose to start in Grotto, in which case you should be a dwarf). Another good class for this is the warrior, but since so very many people start off as warriors thinking there's just a whole lot of stuff to go out and slay (like in other muds), well, as I said above, Fourlands is a different kind of place. Success isn't measured by how much stuff you kill, and the economy isn't driven by death... Newbie warriors tend to die off quicker than you can autogen them... But they are a good type of character to have around should the world turn dark! So don't let me discourage your warrior impulses.
If you want a character who can become wealthy quickly, I'd suggest you start off as a merchant. Yeah, it seems boring, but you know what I said about the economy not being driven by killing? Well, guess who's really in charge of it? You guessed it. The real trick to merchants (well, the real trick to the whole mud) is just that whole avoiding death thing.
In general, avoid starting off as a half-elf. Half-elven characters have a slight language problem, and you really don't need to have this hassle as a first-time player.
In order to avoid death, and I really can't stress this enough, DO NOT LEAVE YOUR HOME CITY WITHOUT ASSISTANCE, and SET YOUR MOOD TO FLEE, and RUN LIKE A SCARRED LITTLE GIRL WHENEVER YOU SEE ANYTHING IN THE "OUTSIDE" WORLD! Just trust me on this, okay? Unless you're playing a warrior, then you really have no business starting a fight with anything, and EVEN IF YOU ARE A WARRIOR, unless you've been around a ***long*** time you really shouldn't go off to a fight alone. Just like in our real world, if you're going to start a fight, bring along your buddies. In 4L, bring lots of buddies...big, strong ones.
A note on magick: *Please* (and we've all done this) do not think "I'm an excellent player/RP-er on X-mud, so I can handle a challenge," then select a magick using class. By "difficult" what Elwar really means is "impossibly difficult struggle to even survive." Players who have been around for *years* know it is foolhearty to shoot yourself in the foot like this. LEARN THE MUD, and then (and only then) let your urge for the challenge doom you to a life of oblivion and obscurity as a mage. ;) When you *do* play a mage, realize you're committing yourself to a different lifestyle choice completely.
Even if you follow all this advice, your first characters will probably die. It's a harsh world, the Fourlands, and it takes a great amount of time to build up the ability to survive within it.
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