- User Rating: Disappointing
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Replay Value:
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Learning Curve:
Pros:Good (if guild-elitist) combat system, Good IC environment, Playerbase is friendly
Cons:Poor/Biased staff, Complexity, Costs more than any other MMORPG, Skill System doesn't deliver
The Bottom Line: Go play D&D if you want a semi-skill-based system with class restrictions. Go play White Wolf games if you want a fully skill-based system with full freedom for your character.
DragonRealms always had several things going for it: It intended to break the D&D paradigm of arbitrary class restrictions, it had a complex and dynamic Skill system, and it was set in an entirely new world where the standard fantasy genre rules need not apply.
Unfortunately, DragonRealms has lost all three of these unique aspects.
While the initial design of DragonRealms called into question D&D's abitrary rules of "clerics can't wield blades" and "mages can't wear armor while spellcasting," that design no longer exists. While many of D&D's arbitrary restrictions have been abolished in DragonRealms, it has imposed its own set of arbitrary rules. "Only Rangers can tame horses" or "Only Thieves can hide in combat" or "Only traders can buy and sell commodities with merchants." The entire environment has been destroyed by petty character-class squabbling that has succeeded in dividing up virtually every ability into a class-only benefit.
Because DragonRealms has failed to deliver on its iconoclastic approach towards the sacred cows of D&D, its Skill System, the system that presumably would remove the necessity of D&D's restrictions, itself has failed. Skills are virtually entirely devalued because of the class-restrictions on advanced abilities. A Fighter could have 1000 Skill ranks in Hiding and not be able to hide in combat, whereas a Thief would be able to hide with 50 Skill ranks. For most players, there is no benefit to pursuing Skills considered outside of their class' focus. Since DragonRealms' class system is even less flexible than D&D's, this becomes seriously hindering over time. A character cannot even multi-class in two classes in DragonRealms, and since they only gain abilities in their class' focus, they are forced to rely upon an increasingly narrow range of powers to advance.
DragonRealms' last failure is the most saddening. While DragonRealms showed promise with developing unique races, classes, and history for its world, as of late its uniqueness has fallen by the wayside. DragonRealms has chosen to adopt fantasy genre staples such as Necromancers, Sorcerers, and Druids for classes, while adding the stereotypical Pixies, Werewolves, Cat-Men, Bird-Men, Fish-Men, and Plant-Men. All of these dilute the formerly unique nature of the game and demonstrate that the GameMasters have finally given up attempting to incorporate ideas originally into the game.
DragonRealms still has two primary appeals:
The Combat System remains the best in any text-based game. Nevertheless, participating in this system is highly dependent upon class choice. A Mage attempting to participate in Combat is usually met with contempt, and the GameMasters actively work to preclude that type of activity. Combat is almost exclusively the domain of the Barbarian and Paladin classes, although Rangers and Thieves can participate to some extent as well. If one wishes to participate in DragonRealms' most exciting and dynamic system, they are advised to choose accordingly. Other classes are, for the most part, excluded.
The remaining appeal of DragonRealms is its playerbase. There are a number of nice, friendly people to meet while playing DragonRealms. The players are generally well-behaved and mature. However, social interaction is, in my opinion, best conducted in person.
Recommended: No
Best Played With/Intended For: Multiplayer
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