About the Game
Song of Avaria is a text-based roleplaying game that is entirely focused on playing out stories with other characters within the setting of an immersive world, which means that you are required to stay in character and engaged while playing.
We've played many games over the years, and here are some of our design influences.
By far the greatest influence of any game on our design is the currently-decommissioned game Unwritten Legends, which was in turn originally influenced by Gemstone and the Simutronics style of MUDs. The immersive atmosphere of the world of Thrael, its intricately detailed environment, and the friendly, roleplay-focused community made it a uniquely memorable game and as close to perfect as possible in our book. In many ways, we strive to emulate that type of environment. Our focus on realistic weather, dynamic room echoes, and small-scale interactions with a world that feels real and alive -- the general look and feel of Song of Avaria -- all that and more can be attributed to Unwritten Legends.
Another influence has been Arx - After the Reckoning which gave us ideas about how to design a game that would reward roleplay rather than mechanical grinding. The Inquisition: Legacy was also an inspiration in this regard. Both games taught us about things that we wanted to do, things we didn't want to do, and things we wanted to elaborate upon, such as impressions and relationships between characters, consent regarding character death, and so on.
Diku-derived games such as Atonement and Parallel RPI, Shadows of Isildur, Harshlands, and Armageddon were a strong influence upon many of Song of Avaria's general mechanics involving combat, encumbrance, the execution of abilities, roleplay-writing conventions such as parentheses and poses and different styles of emotes, damage on objects, wounds on people, the emphasis on thoughts and feelings and memories in roleplay, and so on. Particularly, the idea of "writing breaks" in combat can be attributed to the staffmember Uriel at Shadows of Isildur, who utilized them to great effect during boss fights in roleplay events. The upcoming FutureMUD system, inheriting the legacy of this style of game, was a great inspiration in terms of varied complications and effects surrounding character health.
Aetolia and other games from Iron Realms Entertainment were a lesser but nevertheless present influence on Song of Avaria that manifests primarily in the crafting system. Haven's extensive "habits" feature provided us a little direction in terms of developing character lifestyle settings. And lastly, DragonRealms directly influenced some smaller mechanics such as our default demeanor feature, which defines a character's general degree of reserve or openness towards others from various organizations or heritages.
Finally, we would like to credit many players and game developers whose wisdom we have consulted and been inspired by over the years, including Mysterin (Mystavaria), Moirean (Aetolia), Hadoryu (Aetolia), Mooncat (Aetolia), Wendy (Machine Garden), Caracal (Rings of Avalon), Wilde (ParallelRPI), Uriel (Shadows of Isildur), Kankfly (Armageddon), Delirium & Ender (Armageddon), Jaunt (Atonement), Owllex (Secrets of Aelandris), Natalie (Vexia Online), and He Who Cannot Be Named (somewhere in the black depths of your worst nightmare), among others.
Meet the Staff
- Description: Pilgrim is a strangely argumentative person who dreams of making people into hats and gets into fights about porridge with the Evennia People. Having learned Python in 2020 with the singular goal of developing Avaria as a MUD with Mistsparrow, Pilgrim's coding style can be summed up as obsessive, overcomplicated, and haphazard.
- Primary Jurisdiction: Coding
- Staff Avatar: a shadowy vagrant
- Description: Mistsparrow is a deeply weird and pathologically secretive hermit with egomanic-despotic tendencies who cringes from all contact with humankind. Having been developing the world of Avaria since 2016, Mistsparrow is a voracious reader of nonfiction whose worldbuilding style can be summed up as reading stuff and thinking about stuff.
- Primary Jurisdiction: Worldbuilding
- Staff Avatar: the Mistsparrow
- Description: Toolbox Face is a kindly toolbox who is afflicted with perpetual bemused concern over the pathologies of his game partners, and enjoys making nut cake. Having manifested as Avaria's mascot in 2021, Toolbox Face's dungeon master style can be summed up as the wholesome glue of magical imagination that holds everything together.
- Primary Jurisdiction: Honorary Storyteller
- Staff Avatar: a kindly, person-sized toolbox