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Three Hour Tour - Realms of Trinity


Realms of Trinity, hosted by Brian Bloom.

A friend once described something to me as "Big, with bigness, in a big way." That phrase popped into my head several times during my visit to Realms of Trinity. Areas, plots, effects, scripting, server performance. All of it was big.

Realms of Trinity has what I thought was an innovative scaling system. Areas of difficulty are called Chapters. As you progress through the world and gain power, you can attain access to the new chapters, challenges, areas, etc. The RoT team has released new chapters and it's an interesting concept. I have seen worlds announce new areas opening up, but there is something more refined, more ... polished about this formatting. The chapters have been themed, and I can easily imagine them being a lure and goal for players on the server.

Players have a wide list of available options to personalize their PC. From the start there are item changers and appearance changers available. Keadrin's PRC is also available, making the possible class combinations widely varying as you level. Guilds and factions play a large part in the world, as many are in opposition to each other. That in and of itself can be entertaining.

The server setup looks very robust, with a database hooked into the game and persistence enabled on a very high end system. I am guessing at times this system is needed, as many of the areas I visited were very, very large. What really enhanced these areas for me was the music used in the background. There are times when you are struck by how fitting a score is to a game once in a while, and I had this type of moment several times on my tour. There was a good group of players on during my tour as well, and a chart is available on the website to show player traffic.

Website. Another example of a fine website to accompany a persistent world. Informative, helpful, and with a sharp but simple design. I am always impressed with this aspect when properly done. You'll find rules, credits, staff information, downloads, links, and of course forums available.

Staff. 8 DMs is a very good staff, and the biographies attached to them on the website give you a look behind what is often an under appreciated position. Quite often players can take DMs for granted and consider them just an extension of the server, the info provided about all of the DMs was nice to see, even more so with a quick link to e-mail them with. They are also a veteran staff, many with decades of experience on the table and at the keyboard.

Player experience. Players were friendly when I conversed with them, in tells or not. The options given to you as a player for class, appearance, and adventuring are wide spanning and some of the backdrops provided for adventuring are really fantastic. Seriously, it's one thing to make a huge area in the toolset, it's another to make one that has depth, detail, and mood. Environmental settings for lighting also added a lot to my experience. The designers have done a great job in making a D&D playground.

Server performance. I am running a high end laptop on a wireless G signal. There were some very, very large and deep areas on my tour. I have noticed height can often challened a client side computer with NWN2. There were not many problems for me. An initial lag during VFX that were abundant (and I mean abundant) when on spawned creatures was evident, but nothing that you would imagine with some of the areas I saw. It seems like the RoT team has a very solid setup for their server, and have it running well serving around 200 areas.