Atlantis 3.0 Hints

This document is now defunct; the Atlantis 3.0 game is over, and any references or addresses in here may no longer be valid.

What is Atlantis?

Atlantis is an open ended, computer moderated play-by-email fantasy role playing game. This document is not the proper place to describe Atlantis more fully; visit the World Wide Web page www.prankster.com , or email atlantis@prankster.com if you want more general information about Atlantis 3.0.

The most important document for an Atlantis player is the Atlantis 3.0 Rules . They describe the mechanics, and all of the "official" knowledge about Atlantis 3.0. This document attempts to point out some things that, while they are in the rules, are not always completely obvious.

Atlantis 3.0 is a fantasy role-playing/wargame, on a large scale. The world is enormous, able to support hundreds of players, and depending on your goals and position, you may be battling many of them, or hardly ever see other players. In general, though, one of the most important parts of Atlantis is player interaction; you will find that your allies and enemies have tremendous impact on your game position. A common misconception that players have before playing Atlantis is that they will be able to role play a character in peace; this of course depends on your neighbors, allies, and enemies.


Starting Out:

Here are some tips that I can offer to new players to Atlantis. Keep in mind that I haven't played Atlantis in quite some time, and my advice may not always be right on target. In general, though, these should hold:

  1. Be sure to read the section on the Atlantis Nexus in the rules, as it describes the starting regions for new factions.
  2. Control of the land around the starting cities will likely be very hotly contested. If you plan to build a kingdom near them, you had better plan on fighting to keep it. If you plan on moving through them, you may want to get permission from the land's controllers.
  3. Ship travel and Gate Lore (one of the magic arts, though I won't say more about it) are both good ways to move away from the starting cities. They may be good alternatives to leaving the cities by land.
  4. In all cases, communications with other players can be very important. Having good allies, or at least knowing where potential enemies might be, can be quite helpful.
  5. Be careful with your starting silver. 5000 silver can go a long way, but it can evaporate quickly as well. If you plan to use a lot of it quickly, be sure you have another source of income to keep your faction going.

Common Mistakes:

Here is a list of mistakes that players often make in Atlantis:

  1. The first line of your orders should be:
    #ATLANTIS [faction number]
    

    and not:

    # ATLANTIS [faction number]
    

    If you submit orders correctly, you should get a Receipt, indicating that orders were submitted, and a message from the Orders Checker checking your orders for basic syntax errors.

  2. Make sure all of your orders are given by a unit.
  3. Use CLAIM to get your unclaimed silver. This silver is for your faction only, and is unclaimed so that other players cannot attack you and take it from you.
  4. Make sure you specify an alias when forming a new unit. There is an extensive section on how to do this in the rules, under the FORM order.
  5. Make sure you always have the latest edition of the rules. Older copies have some confusing errors and misinformation in them.

Differences between Atlantis 3.0 and Atlantis 2.0

The following is a partial list of differences between Atlantis 2.0 and Atlantis 3.0. It is not guaranteed to be complete, but just to give you a flavor of what's new.

  1. The Magic system is all new, designed by Russell Wallace, the original designer of Atlantis.