Difference between revisions of "Area Style Guide"

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= Area Style Guide, 2nd Edition =  
+
=Area Style Guide, 2nd Edition=
<b>I. Overview</b>
+
==I. Overview==
  
      Welcome to the Area Style Guide, originally written by Iandir and updated
+
::Welcome to the Area Style Guide, originally written by Iandir and updated
by Dovolente. This guide is  intended to a) Help new writers find out what we
+
: by Dovolente. This guide is  intended to a) Help new writers find out what we
expect of them, b) Give the areas of Avendar a consistent tone/mood/feel,
+
: expect of them, b) Give the areas of Avendar a consistent tone/mood/feel,
c) Aid builders in thinking up areas.
+
: c) Aid builders in thinking up areas.
      Many of these points will seem minor, or pointlessly strict. What we're
+
:: Many of these points will seem minor, or pointlessly strict. What we're
aiming for here is to maintain the quality of Avendar and increase it. Minor
+
: aiming for here is to maintain the quality of Avendar and increase it. Minor
sloppy points make the MUD look bad. Many of the founding staff endured years
+
: sloppy points make the MUD look bad. Many of the founding staff endured years
of MUDing on very poorly-written MUDs; if you think no one cares whether all
+
: of MUDing on very poorly-written MUDs; if you think no one cares whether all
the room titles match, you're wrong.
+
: the room titles match, you're wrong.
      Anyway, on with the pretentious and pedantic Area Style Guide!
+
::Anyway, on with the pretentious and pedantic Area Style Guide!
  
<b>II. Area Design</b>
+
==II. Area Design==
  
  A. Area Concept
+
===A. Area Concept===
  
      1. History
+
====1. History====
      One thing that's important is that an area is well thought-out. This
+
:      One thing that's important is that an area is well thought-out. This
means having some kind of story to the area, a history behind it, and a  
+
: means having some kind of story to the area, a history behind it, and a  
purpose for each room. The history doesn't have to be complicated:
+
: purpose for each room. The history doesn't have to be complicated:
      Krilin Fortress was built by Baron Krilin to protect the people of the
+
:      Krilin Fortress was built by Baron Krilin to protect the people of the
mountain community after their city was destroyed by hill giant raiders.
+
: mountain community after their city was destroyed by hill giant raiders.
After the fortress was built, they conducted several campaigns to wipe out
+
: After the fortress was built, they conducted several campaigns to wipe out
the giant menace. Now the fortress has become the city, for the safety of the
+
: the giant menace. Now the fortress has become the city, for the safety of the
people, and Baron Krilin leads them.
+
: people, and Baron Krilin leads them.
    A very simple story that adds a nice feel to the area, and gives it a  
+
:    A very simple story that adds a nice feel to the area, and gives it a  
purpose. Iandir could have just as easily said "Well, it's just this fortress,
+
: purpose. Iandir could have just as easily said "Well, it's just this fortress,
and everyone like lives in it and stuff." But that's not as cool.
+
: and everyone like lives in it and stuff." But that's not as cool.
    An area that's not planned out will usually have things that don't fit,
+
:    An area that's not planned out will usually have things that don't fit,
or don't feel right. For example, one builder had a forest with a garden in
+
: or don't feel right. For example, one builder had a forest with a garden in
the middle of it. Who put the garden there? Why would there be a garden in
+
: the middle of it. Who put the garden there? Why would there be a garden in
the middle of the woods? When asked to explain these, it became obvious that
+
: the middle of the woods? When asked to explain these, it became obvious that
he had not thought the idea through.
+
: he had not thought the idea through.
    Something that the development staff expects to see are areas the build
+
:    Something that the development staff expects to see are areas the build
on the specific history of Avendar. Read through the MUD history, look at
+
: on the specific history of Avendar. Read through the MUD history, look at
texts in the Earendam library or entries in the Canon. At this point (Feb 08)
+
: texts in the Earendam library or entries in the Canon. At this point (Feb 08)
we still need an aelin home area (Ilodaiya? -- and even if we get one for each
+
: we still need an aelin home area (Ilodaiya? -- and even if we get one for each
race, why not two?) For more  specific inspirations, read all the pillars/mob
+
: race, why not two?) For more  specific inspirations, read all the pillars/mob
descs in the Titan Castle.  
+
: descs in the Titan Castle.  
    Or, many of our writers come up with ideas that are completely new but still
+
:    Or, many of our writers come up with ideas that are completely new but still
build on the universe. Melikor came up with the idea for a tower of fire
+
: build on the universe. Melikor came up with the idea for a tower of fire
mages that lost control of their magic (or something) and their souls got put
+
: mages that lost control of their magic (or something) and their souls got put
into the bodies of fire elementals. A great idea! (He left before he built
+
: into the bodies of fire elementals. A great idea! (He left before he built
much, but Iandir still hopes to do that tower someday.) Nordath and Arisuth are
+
: much, but Iandir still hopes to do that tower someday.) Nordath and Arisuth are
good examples of fresh but fitting Avendar concepts.
+
: good examples of fresh but fitting Avendar concepts.
    Areas that don't specifically build on the world history (example, my
+
:    Areas that don't specifically build on the world history (example, my
monastery) were OK as the rough form of Avendar took shape, but after a decade
+
: monastery) were OK as the rough form of Avendar took shape, but after a decade
of development and lore, there's no excuse for writing an area that is disconnected
+
: of development and lore, there's no excuse for writing an area that is disconnected
completely from the lore and backstory of Avendar.
+
: completely from the lore and backstory of Avendar.
  
    2. Area Originality and Tone
 
    Make sure that the area fits in with the feel of Avendar, as well. For
 
one thing, we don't want areas that are based on a fantasy novel, movie,
 
comic book, or anything. Inspired by, sure. Many of our areas will have the
 
same tone as, say, Tolkien, but we will disallow areas that have Bilbo,
 
Sauron, or Gandalf.
 
      Furthermore, many times the area won't be the right mood, even if it
 
doesn't directly take from a series. One builder wanted to make a Ravenloft-
 
like area, but early implementors agreed that it really didn't go well with
 
our other areas. Be sure to run your idea by some of the senior staffers (Chadim,
 
Kestrel, Dovolente, Ramc, Girikha) before you get too excited about it.
 
      Original, fresh ideas that build on the fantasy landscape are superior
 
to boring, unoriginal ideas. (Although some of the old standbys are always
 
good.) For example, it would have been OK for Avendar to have a cave system
 
inhabited by gnolls. But to go on and add a cave system inhabited by goblins
 
too... that's a standby, but in this example we already have something like
 
it. We would want something more original, like Iandir's chaja caves.
 
  
    3. Area Location in Avendar
+
====2. Area Originality and Tone====
    Make sure that we have a place to connect it in the world. Before you write
+
:    Make sure that the area fits in with the feel of Avendar, as well. For
it, you should know where it goes in relation to existing areas and how it might
+
: one thing, we don't want areas that are based on a fantasy novel, movie,
connect to them. Talk to senior staffers about where we could fit your area, and
+
: comic book, or anything. Inspired by, sure. Many of our areas will have the
if there's nowhere, maybe you could write a connecting area just to lead up
+
: same tone as, say, Tolkien, but we will disallow areas that have Bilbo,
to your main area (like the Vorinden Road and Kor Thrandir).
+
: Sauron, or Gandalf.
 +
:      Furthermore, many times the area won't be the right mood, even if it
 +
: doesn't directly take from a series. One builder wanted to make a Ravenloft-
 +
: like area, but early implementors agreed that it really didn't go well with
 +
: our other areas. Be sure to run your idea by some of the senior staffers (Chadim,
 +
: Kestrel, Dovolente, Ramc, Girikha) before you get too excited about it.
 +
:      Original, fresh ideas that build on the fantasy landscape are superior
 +
: to boring, unoriginal ideas. (Although some of the old standbys are always
 +
: good.) For example, it would have been OK for Avendar to have a cave system
 +
: inhabited by gnolls. But to go on and add a cave system inhabited by goblins
 +
: too... that's a standby, but in this example we already have something like
 +
: it. We would want something more original, like Iandir's chaja caves.
  
    4. Types of Areas
+
====3. Area Location in Avendar====
    There are several basic types of areas. You have to decide which your
+
:    Make sure that we have a place to connect it in the world. Before you write
area is. The question at hand is, why would adventurers want to go into your
+
: it, you should know where it goes in relation to existing areas and how it might
area? For most areas, the amount of traffic they get determines how
+
: connect to them. Talk to senior staffers about where we could fit your area, and
successful the area is. (Although some areas aren't meant to be heavily
+
: if there's nowhere, maybe you could write a connecting area just to lead up
traveled.) The area types are basically different reasons for folks to go
+
: to your main area (like the Vorinden Road and Kor Thrandir).
into an area. The types may be mixed, and usually a successful area either
+
does more than one of these, or does one extremely well. Area types:
+
a. The City. People come here because it's their hometown, to buy things, to
+
practice, or to cower in their guilds.
+
b. The Ranking Area. People come here because it's got good ranking mobs.
+
c. The Equipment Area. People come here to kill the mobs for their eq.
+
d. The Linking Area. People come here because they want to go somewhere
+
connected to the area.
+
e. The Quest Area. This is usually a rarely-traveled area with some really
+
deadly stuff, used as a base for quests, or to hide really tough eq.
+
    Some examples. The Griffin Aerie is intended as a ranking area. It can
+
also be used to link some air-type areas later. It's also got some rare
+
equipment. Krilin: City, Ranking, Equipment. Chaja Caves: Ranking, Equipment,
+
Linking. Some plain old linking areas are the roads and the rivers (which
+
by modern standards are very basic and wouldn't be acceptable without a
+
lot more development).
+
    So, plan ahead which types of area you want yours to be. Remember it's
+
better to make it have more than one function. There are several areas we
+
have right now that no one hardly EVER visits, because they don't serve the above
+
purposes.
+
  
  B. Plan Your Area
+
====4. Types of Areas====
 +
:    There are several basic types of areas. You have to decide which your
 +
: area is. The question at hand is, why would adventurers want to go into your
 +
: area? For most areas, the amount of traffic they get determines how
 +
: successful the area is. (Although some areas aren't meant to be heavily
 +
: traveled.) The area types are basically different reasons for folks to go
 +
: into an area. The types may be mixed, and usually a successful area either
 +
: does more than one of these, or does one extremely well. Area types:
 +
: '''a.''' The City. People come here because it's their hometown, to buy things, to
 +
: practice, or to cower in their guilds.
 +
: '''b.''' The Ranking Area. People come here because it's got good ranking mobs.
 +
: '''c.''' The Equipment Area. People come here to kill the mobs for their eq.
 +
: '''d.''' The Linking Area. People come here because they want to go somewhere
 +
: connected to the area.
 +
: '''e.''' The Quest Area. This is usually a rarely-traveled area with some really
 +
: deadly stuff, used as a base for quests, or to hide really tough eq.
 +
:    Some examples. The Griffin Aerie is intended as a ranking area. It can
 +
: also be used to link some air-type areas later. It's also got some rare
 +
: equipment. Krilin: City, Ranking, Equipment. Chaja Caves: Ranking, Equipment,
 +
: Linking. Some plain old linking areas are the roads and the rivers (which
 +
: by modern standards are very basic and wouldn't be acceptable without a
 +
: lot more development).
 +
:    So, plan ahead which types of area you want yours to be. Remember it's
 +
: better to make it have more than one function. There are several areas we
 +
: have right now that no one hardly EVER visits, because they don't serve the above
 +
: purposes.
  
      1. Area Map
+
===B. Plan Your Area===
      You should map out your whole area on graph paper before you begin, and
+
be sure that you have everything where you want it before you dig. It's
+
annoying to see  someone dig a 150-room area and then say "Can we delete this,
+
I did it wrong." Well, either plan it out meticulously before you dig a single
+
room, or look foolish and get used to unlinking rooms. (In the 20 areas Iandir
+
planned/dug, he never changed the layout of one once it was dug.)
+
    So map that baby out, and then number each room. For ease of writing in
+
tiny squares, I just number each room 01, 02, 03, and so on. If my vnums are
+
1500-1599, I can just mentally add the 15 when I dig. (If I have more than
+
100, I use 2 digits for the first 100, then go 601, 602, 603 for the second.)
+
      Also be modest with the size of the area. Areas with 50-100 rooms are
+
good for new builders (and old builders). Trying to tackle enormous 300-room
+
monstrosities can be overwhelming and drain one of energy and enthusiasm.
+
Insanity lies that way.
+
  
      2. Area Realism
+
====1. Area Map====
      As you plan the area on paper, try to think of the way a real building
+
:      You should map out your whole area on graph paper before you begin, and
would be laid out, or how a real landscape would be formed. Avoid pointless
+
: be sure that you have everything where you want it before you dig. It's
hallways, or rivers that flow uphill, and so on. Don't get obsessed with
+
: annoying to see  someone dig a 150-room area and then say "Can we delete this,
this, but do pay attention to it.
+
: I did it wrong." Well, either plan it out meticulously before you dig a single
 +
: room, or look foolish and get used to unlinking rooms. (In the 20 areas Iandir
 +
: planned/dug, he never changed the layout of one once it was dug.)
 +
:    So map that baby out, and then number each room. For ease of writing in
 +
: tiny squares, I just number each room 01, 02, 03, and so on. If my vnums are
 +
: 1500-1599, I can just mentally add the 15 when I dig. (If I have more than
 +
: 100, I use 2 digits for the first 100, then go 601, 602, 603 for the second.)
 +
:      Also be modest with the size of the area. Areas with 50-100 rooms are
 +
: good for new builders (and old builders). Trying to tackle enormous 300-room
 +
: monstrosities can be overwhelming and drain one of energy and enthusiasm.
 +
: Insanity lies that way.  
  
      3. Room Realism
+
====2. Area Realism====
      As an extra, it's nice to have some realistic rooms. If I made a
+
:      As you plan the area on paper, try to think of the way a real building
gigantic castle with no living quarters, kitchens, nothing, one would have to
+
: would be laid out, or how a real landscape would be formed. Avoid pointless
wonder where all the inhabitants actually live. But please don't go overboard
+
: hallways, or rivers that flow uphill, and so on. Don't get obsessed with
on this, building in 100 bedrooms, 2 kitchens and 3 dining rooms. It's just
+
: this, but do pay attention to it.
nice to have *some* realism. Too much will make your area needlessly huge,
+
and boring to boot. Not every area needs a kitchen!
+
  
      4. Noexits and Traps
+
====3. Room Realism====
      Make lots of nasty traps, if it suits your area. But limit the use of
+
:      As an extra, it's nice to have some realistic rooms. If I made a
noexit rooms. Noexits should really only exist if there's some type of puzzle
+
: gigantic castle with no living quarters, kitchens, nothing, one would have to
or quest or mechanism to escape.
+
: wonder where all the inhabitants actually live. But please don't go overboard
      ALWAYS put warnings before traps or noexit rooms. Nothing is worse than having
+
: on this, building in 100 bedrooms, 2 kitchens and 3 dining rooms. It's just
an inviting passageway that suddenly traps you for no reason. The idea here
+
: nice to have *some* realism. Too much will make your area needlessly huge,
is to reward people who are careful in their explorations, and punish people
+
: and boring to boot. Not every area needs a kitchen!
who charge recklessly around. There should usually be something in the room
+
desc that hints to what's ahead, or at the very least an exit description.
+
(look west, "The ledge looks weak to the west")
+
      Norecall, nogate, nosummon and nomagic rooms had better have a good
+
reason for these properties. Rooms that have no possible way of escape,  
+
ever (noexit AND norecall or nomagic) shouldn't exist. If you have a great
+
reason for a ton of noexits, ask senior staff about it.
+
  
      5. Mazes[[/Randomized]] Rooms
+
====4. Noexits and Traps====
      Mazes are ok as long as they're not overdone. Ask us if your maze is
+
worth having randomized. Don't make them too hard, unless it's a high-level
+
area or an area that's supposed to be a real pain to get into. (A newbie area
+
with a 15-room maze is way overdone. Newbies have problems with a 4-room
+
maze, and even one randomized room can baffle a newbie. :P)
+
  
      6. Area Credits
+
:      Make lots of nasty traps, if it suits your area. But limit the use of
      To set the credits, first, aedit your area. Then type
+
: noexit rooms. Noexits should really only exist if there's some type of puzzle
"credits {lo hi} Immname  Area name". The spacing should not vary
+
: or quest or mechanism to escape.  
from this format. lo/hi = lowest levels that can go there, highest levels
+
:      ALWAYS put warnings before traps or noexit rooms. Nothing is worse than having
that benefit from the area. Start of the area name should be 10 spaces from
+
: an inviting passageway that suddenly traps you for no reason. The idea here
the start of the immname. Just type "areas" for countless examples.
+
: is to reward people who are careful in their explorations, and punish people
+
: who charge recklessly around. There should usually be something in the room
<b>III. Room Descs</b>
+
: desc that hints to what's ahead, or at the very least an exit description.
 +
: (look west, "The ledge looks weak to the west")
 +
:      Norecall, nogate, nosummon and nomagic rooms had better have a good
 +
: reason for these properties. Rooms that have no possible way of escape,
 +
: ever (noexit AND norecall or nomagic) shouldn't exist. If you have a great
 +
: reason for a ton of noexits, ask senior staff about it.
  
  A. Basics
+
====5. Mazes/Randomized Rooms====
 +
:      Mazes are ok as long as they're not overdone. Ask us if your maze is
 +
: worth having randomized. Don't make them too hard, unless it's a high-level
 +
: area or an area that's supposed to be a real pain to get into. (A newbie area
 +
: with a 15-room maze is way overdone. Newbies have problems with a 4-room
 +
: maze, and even one randomized room can baffle a newbie. :P)
  
      1. Length
+
====6. Area Credits====
      Room Descriptions should be at least 3 lines, and less than 15 lines.
+
Too short, and it looks like the area was slapped together with minimal
+
effort. Too long, and your writing needs to be more concise.
+
  
      2. Spelling[[/Grammar]]
+
:      To set the credits, first, aedit your area. Then type
      Rooms should be meticulously spellchecked. Spelling errors make our
+
: "credits {lo hi} Immname  Area name". The spacing should not vary
  glorious MUD look like trash. Likewise with grammatical errors.
+
: from this format. lo/hi = lowest levels that can go there, highest levels
 +
: that benefit from the area. Start of the area name should be 10 spaces from
 +
: the start of the immname. Just type "areas" for countless examples.
 +
   
 +
==III. Room Descs==
  
      3. Room Names
+
===A. Basics===
      The room name should be capitalized like the title of a book, with the
+
first word and all major words in caps. Example: "The Lair of the Ice
+
Wizard". Also, every room name should composed so that it could complete the
+
sentence "Iandir is standing in/on/at __________". (A redundant in/on/at is
+
ok, but not required.)
+
  
  B. Content
+
====1. Length====
 +
:      Room Descriptions should be at least 3 lines, and less than 15 lines.
 +
: Too short, and it looks like the area was slapped together with minimal
 +
: effort. Too long, and your writing needs to be more concise.
  
      1. Originality
+
====2. Spelling/Grammar====
      Be creative in describing a room. People get tired of repeatedly reading
+
:      Rooms should be meticulously spellchecked. Spelling errors make our
"to the north is a hallway, to the west is a large alcove, and to the east
+
: glorious MUD look like trash. Likewise with grammatical errors.
is..."
+
  
      2. No Narrative
+
====3. Room Names====
      Narrative in a room desc is a bad thing. What do we mean by narrative?
+
:      The room name should be capitalized like the title of a book, with the
Narrative is a) Telling the player how she feels as she walks into a room,  
+
: first word and all major words in caps. Example: "The Lair of the Ice
b) Telling him what he's thinking, c) Describing a specific action that's
+
: Wizard". Also, every room name should composed so that it could complete the
taking place. An example of a and b:
+
: sentence "Iandir is standing in/on/at __________". (A redundant in/on/at is
      "You stand in a dark and scary room. You are very frightened as you look
+
: ok, but not required.)
around, and you edge toward the door out. You almost panic as you twirl
+
around and find it gone!"
+
      What if I'm playing a character who is absolutely fearless? What if my
+
character was raised underground, and loves darkness? What if I know exactly
+
where I'm going, and the disappearance of the door doesn't disturb me in the
+
least? This is why you must avoid telling me my thoughts and feelings in a
+
room desc. Using "perhaps" doesn't help any, as I've seen some do...
+
      "You stand before an enormous gate, craning your neck to see the top.
+
Perhaps it was built to keep invaders out, or perhaps to keep people in."
+
      There we are, telling me my thoughts again. These things are anathema.
+
Also avoid describing specific actions or mobs in the desc:
+
      "Sitting around the table, a group of barbarians laugh heartily as they
+
gulp ale and spit on the ground. One barbarian stands and stretches, then
+
reaches for his axe."
+
      The problem with this is: Why can't I see the barbarians as mobs? What
+
if I want to kill them? Rather than putting them in the room desc, make them
+
mobs in the room, and give them some fun progs that make them come to life.
+
  
      3. Progs
+
===B. Content===
      If you want to do anything special in a room, a sleep trap, a special
+
effect, or whatever, let experienced builders know and they can help with it.
+
There  are many, many examples of what can be done out there. Use 'mpstat' for mobs,
+
'opstat' for objects, and 'rpstat' for rooms to see how others have set up progs
+
for these things.
+
+
<b>IV. Mobs</b>
+
  
  A. Mob Variety
+
====1. Originality====
     There should almost always be a great variety of mobs in your area.
+
:     Be creative in describing a room. People get tired of repeatedly reading
Ashur has asked that we use at least 1/4 of the vnums for mobs and objects.
+
: "to the north is a hallway, to the west is a large alcove, and to the east
Exceptions may be made, but not usually.
+
: is..."
  
      1. Mob Population
+
====2. No Narrative====
      It's the mobs that make your area come to life. Along with a great
+
:      Narrative in a room desc is a bad thing. What do we mean by narrative?
variety of mobs, we want to have a great number of mobs. However, don't go
+
: Narrative is a) Telling the player how she feels as she walks into a room,
overboard. One builder put maybe 1 or 2 of each type in the area, and when
+
: b) Telling him what he's thinking, c) Describing a specific action that's
told to put a lot more, the builder put (seriously) 45 of each mob type.
+
: taking place. An example of a and b:
It was kind of silly to see 15 mobs in each room. In general, a good
+
:      "You stand in a dark and scary room. You are very frightened as you look
sprinkling will average to about 1 or 2 mobs per room, although of course
+
: around, and you edge toward the door out. You almost panic as you twirl
  there will be clumps and bare spots.
+
: around and find it gone!"
 +
:      What if I'm playing a character who is absolutely fearless? What if my
 +
: character was raised underground, and loves darkness? What if I know exactly
 +
: where I'm going, and the disappearance of the door doesn't disturb me in the
 +
: least? This is why you must avoid telling me my thoughts and feelings in a
 +
: room desc. Using "perhaps" doesn't help any, as I've seen some do...
 +
:      "You stand before an enormous gate, craning your neck to see the top.
 +
: Perhaps it was built to keep invaders out, or perhaps to keep people in."
 +
:      There we are, telling me my thoughts again. These things are anathema.
 +
: Also avoid describing specific actions or mobs in the desc:
 +
:      "Sitting around the table, a group of barbarians laugh heartily as they
 +
: gulp ale and spit on the ground. One barbarian stands and stretches, then
 +
: reaches for his axe."
 +
:      The problem with this is: Why can't I see the barbarians as mobs? What
 +
: if I want to kill them? Rather than putting them in the room desc, make them
 +
: mobs in the room, and give them some fun progs that make them come to life.
 +
 
 +
====3. Progs====
 +
:      If you want to do anything special in a room, a sleep trap, a special
 +
: effect, or whatever, let experienced builders know and they can help with it.
 +
: There are many, many examples of what can be done out there. Use 'mpstat' for mobs,
 +
: 'opstat' for objects, and 'rpstat' for rooms to see how others have set up progs
 +
: for these things.
 +
 +
==IV. Mobs==
  
      2. Progs
+
===A. Mob Variety===
      Please use progs on the more important mobs in your area (maybe a  
+
:    There should almost always be a great variety of mobs in your area.
cluster of basic ranking mobs don't need progs, but an individually named NPC
+
: Ashur has asked that we use at least 1/4 of the vnums for mobs and objects.
who has a particular purpose in the area should have some sort of interactivity).
+
: Exceptions may be made, but not usually.
If you don't know how to prog, we can teach you. Mob progs  make the world
+
live and breathe, and  nothing turns us on more than an area that interacts with the player.
+
  
  B. Mob Act Flags
+
====1. Mob Population====
      1. Always make any non-magical vertebrate animal act_animal. This makes
+
:      It's the mobs that make your area come to life. Along with a great
it so that our precious rangers can befriend them. (Note: griffins, etc,
+
: variety of mobs, we want to have a great number of mobs. However, don't go
count as magical, for those of you who didn't get my drift.)
+
: overboard. One builder put maybe 1 or 2 of each type in the area, and when
      2. The act_badass flag is absolutely not to be used without senior staffer
+
: told to put a lot more, the builder put (seriously) 45 of each mob type.
permission. The use of this flag will cause us to glare at you and lose
+
: It was kind of silly to see 15 mobs in each room. In general, a good
respect for you.
+
: sprinkling will average to about 1 or 2 mobs per room, although of course
      3. The act_mage flag is broken. It will do bad things to your mob if you
+
: there will be clumps and bare spots.
use it. Out of the different class flags, the only one that does anything at
+
all is act_warrior; this flag gives you mob an extra attack.
+
      4. The class flag is not fully implemented and is buggy. Do not use at the present.
+
      4. The track_gate flag is absolutely not to be used without senior staffer
+
permission. See above for consequences.
+
  
  C. Mob Levels
+
====2. Progs====
      A variety of mob levels is usually good. Think of the level you want to
+
:      Please use progs on the more important mobs in your area (maybe a
  have ranking on these mobs, and make the mobs 5-10 levels higher.
+
: cluster of basic ranking mobs don't need progs, but an individually named NPC
 +
: who has a particular purpose in the area should have some sort of interactivity).
 +
: If you don't know how to prog, we can teach you. Mob progs make the world
 +
: live and breathe, and nothing turns us on more than an area that interacts with the player.
  
  D. Mob Affects
+
===B. Mob Act Flags===
      Make sure the mob's affects are appropriate. Sanctuary should only be used
+
:      1. Always make any non-magical vertebrate animal act_animal. This makes
on mobs who can supposedly use water magic. Use resistances rather than sanctuary if
+
: it so that our precious rangers can befriend them. (Note: griffins, etc,
you think the mob should be extra hard to damage.
+
: count as magical, for those of you who didn't get my drift.)
 +
:      2. The act_badass flag is absolutely not to be used without senior staffer
 +
: permission. The use of this flag will cause us to glare at you and lose
 +
: respect for you.
 +
:      3. The act_mage flag is broken. It will do bad things to your mob if you
 +
: use it. Out of the different class flags, the only one that does anything at
 +
: all is act_warrior; this flag gives you mob an extra attack.
 +
:      4. The class flag is not fully implemented and is buggy. Do not use at the present.
 +
:      5. The track_gate flag is absolutely not to be used without senior staffer
 +
: permission. See above for consequences.
  
The same goes for detecting invisible... Maybe a bear could detect invisible by
+
===C. Mob Levels===
smelling you out, but how could an ordinary merchant see an invisible guy?
+
:      A variety of mob levels is usually good. Think of the level you want to
 +
: have ranking on these mobs, and make the mobs 5-10 levels higher.
  
  E. Mob Names
+
===D. Mob Affects===
 +
:      Make sure the mob's affects are appropriate. Sanctuary should only be used
 +
: on mobs who can supposedly use water magic. Use resistances rather than sanctuary if
 +
: you think the mob should be extra hard to damage.
  
      1. Be sure to make the mob's name include all the things anyone would
+
: The same goes for detecting invisible... Maybe a bear could detect invisible by
think of to call it. If the mob's long desc is "A tall bearded swordsman
+
: smelling you out, but how could an ordinary merchant see an invisible guy?
stands here." You would want to make the name "swordsman tall bearded".
+
Nothing is more idiotic than seeing "a hairy black beast" and typing "kill
+
beast" only to have it say "They aren't here." This is extremely poor mob
+
design.
+
  
      2. If you name your mob, like "Jorgar the Barbarian Lord" or something,
+
===E. Mob Names===
please do not use a non-fantasy name! This includes real life names like
+
:      1. Be sure to make the mob's name include all the things anyone would
"Jonah", "Harold", or "Granny Smith". Would you really expect to see a guy
+
: think of to call it. If the mob's long desc is "A tall bearded swordsman
named Harold in a fantasy world? We have guidelines that we will be enforcing
+
: stands here." You would want to make the name "swordsman tall bearded".
for character names. I would deny someone named "Candi" in a heartbeat... so
+
: Nothing is more idiotic than seeing "a hairy black beast" and typing "kill
why should we have a mob named Candi? We absolutely should not.
+
: beast" only to have it say "They aren't here." This is extremely poor mob  
 +
: design.
  
      3. If you're using one of our races, please make an effort to name them
+
:      2. If you name your mob, like "Jorgar the Barbarian Lord" or something,
using our racial naming conventions. See the builder's page for resources.
+
: please do not use a non-fantasy name! This includes real life names like
 +
: "Jonah", "Harold", or "Granny Smith". Would you really expect to see a guy
 +
: named Harold in a fantasy world? We have guidelines that we will be enforcing
 +
: for character names. I would deny someone named "Candi" in a heartbeat... so
 +
: why should we have a mob named Candi? We absolutely should not.
  
  F. Mob Damtype
+
:      3. If you're using one of our races, please make an effort to name them
      Make the mob's damtype appropriate for the mob. We don't want little
+
: using our racial naming conventions. See the builder's page for resources.
girls who smash, or cityguards who have flaming bites.
+
  
  G. Mob Hit[[/Damdice]]
+
===F. Mob Damtype===
      Read "help hitdice" and "help damdice" on 5555 for the appropriate
+
:     Make the mob's damtype appropriate for the mob. We don't want little
values. Also: make sure that the mob's hitroll is level/2, or higher for mobs
+
: girls who smash, or cityguards who have flaming bites.
meant to be particularly tough.
+
  
  H. Mob AC
+
===G. Mob Hit/Damdice===
      Use "help mob_ac" to determine armor class values.
+
:      Read "help hitdice" and "help damdice" on 5555 for the appropriate
 +
: values. Also: make sure that the mob's hitroll is level/2, or higher for mobs
 +
: meant to be particularly tough.
  
  I. Mob Offenses
+
===H. Mob AC===
      Please use your head on this. I've seen people make little girls who can
+
:      Use "help mob_ac" to determine armor class values.
parry, dodge, bash, trip, disarm, and dirt kick. Tell me, if it takes a
+
freaking warrior 15 ranks before they can disarm someone, how did this
+
little girl learn it?
+
  
  J. Mob Wealth
+
===I. Mob Offenses===
      Don't go overboard here. One builder put 1,000,000 gold on a mob. Wtf?
+
:      Please use your head on this. I've seen people make little girls who can
Follow the guidelines for wealth given in the oedit documentation.
+
: parry, dodge, bash, trip, disarm, and dirt kick. Tell me, if it takes a
 +
: freaking warrior 15 ranks before they can disarm someone, how did this
 +
: little girl learn it?
  
  K. Mob Descs
+
===J. Mob Wealth===
      Mob descriptions follow the same rules and restrictions as room descs.
+
:      Don't go overboard here. One builder put 1,000,000 gold on a mob. Wtf?
No saying "The woman drops her bundle and attacks" or anything like that. For
+
: Follow the guidelines for wealth given in the oedit documentation.
a mob's short description, you must start non-proper-name words with a lower
+
case letter. Wrong: "The mudslider" Right: "the mudslider"
+
      TAKE NOTE: Race names are NOT capitalized! Wrong: "the Shuddeni priest"
+
Right: "the shuddeni priest".
+
  
<b>V. Objects</b>
+
===K. Mob Descs===
 +
:      Mob descriptions follow the same rules and restrictions as room descs.
 +
: No saying "The woman drops her bundle and attacks" or anything like that. For
 +
: a mob's short description, you must start non-proper-name words with a lower
 +
: case letter. Wrong: "The mudslider" Right: "the mudslider"
 +
:      '''TAKE NOTE:''' Race names are '''NOT''' capitalized! Wrong: "the Shuddeni priest"
 +
: Right: "the shuddeni priest".
  
  A. Object Variety
+
==V. Objects==
      Just as with the mobs, we want to see at least 1/4 of the area's
+
vnums used up by a variety of objects. If this means you have to put tables,
+
chairs, cups, bread, shirts, and gloves all over the place, then do it. It
+
brings the area to life.
+
  
  B. Object Names
+
===A. Object Variety===
      Just as with mob names, make sure the name includes everything an item
+
:      Just as with the mobs, we want to see at least 1/4 of the area's
would be called. It sucks to see "A blazing broadsword is here, shining
+
: vnums used up by a variety of objects. If this means you have to put tables,
brightly" and when you type "get broadsword", "I don't see that here." You
+
: chairs, cups, bread, shirts, and gloves all over the place, then do it. It
should name such an object "broadsword blazing shining", and maybe even
+
: brings the area to life.
"broadsword broad sword blazing shining". On another note, *always* make sure
+
that the FIRST word used in the name is the most common word you would use
+
to describe it. If someone can't carry that much weight, it says
+
"broadsword: you can't carry that much weight." Now, if someone had named
+
this object "shining broadsword", it would say "shining: you can't carry that
+
much". This looks silly.
+
  
  C. Object Flags
+
===B. Object Names===
      Very rarely, if ever, use the anti-alignment flags. They should
+
:      Just as with mob names, make sure the name includes everything an item
generally be saved for magical artifacts or other high-powered items
+
: would be called. It sucks to see "A blazing broadsword is here, shining
that it really makes sense for. It's better to make more equipment usable
+
: brightly" and when you type "get broadsword", "I don't see that here." You
by everyone, so that players have more reasons to slash each others' throats.
+
: should name such an object "broadsword blazing shining", and maybe even
      NOTE: the v4 values for weapons generally suck. The only ones that
+
: "broadsword broad sword blazing shining". On another note, *always* make sure
should be used are "twohands" to designate that the weapon takes two hands,
+
: that the FIRST word used in the name is the most common word you would use
or the poison flag. (Poison must be used rarely).
+
: to describe it. If someone can't carry that much weight, it says
 +
: "broadsword: you can't carry that much weight." Now, if someone had named
 +
: this object "shining broadsword", it would say "shining: you can't carry that
 +
: much". This looks silly.
  
  D. Object Values
+
===C. Object Flags===
      I've had more fights with our builders over the subject of equipment
+
:      Very rarely, if ever, use the anti-alignment flags. They should
values than anything else. People put an avg 25 whip where it's easy to get,
+
: generally be saved for magical artifacts or other high-powered items
and then complain when I tell them to make it an avg 17 whip. What we're
+
: that it really makes sense for. It's better to make more equipment usable
trying for here is a world where good items are hard to get. It should be a great
+
: by everyone, so that players have more reasons to slash each others' throats.
day when you finally get your hands on an avg 25 weapon... NOT the day that
+
:      '''NOTE:''' the v4 values for weapons generally suck. The only ones that
you reach 15th level. I'd say the upper limit for normal eq is avg 28, and
+
: should be used are "twohands" to designate that the weapon takes two hands,
even that should be limited to maybe 5 or 10.
+
: or the poison flag. (Poison must be used rarely).
      It's far, far better to make 3 swords, avg 28, and limited to 5 than to
+
make 1 avg 28 sword that's limited to 15. We like variety, we like rare
+
weapons, and we adore a variety of rare weapons. Example: My death knights in
+
Gogoth Castle. I gave them each their own weapon, and I limited each to 15.
+
It would have been a lot easier to give them all the same weapon and limit
+
it to 45, but again, we adore variety.
+
  
  E. Magic Items
+
===D. Object Values===
      1. When you make potions/wands/staves/pills, please don't use a greater
+
:      I've had more fights with our builders over the subject of equipment
spell unless it's really hard to get. Ksathan the Lich Mage, he can have
+
: values than anything else. People put an avg 25 whip where it's easy to get,
them, but a level 35 mob with greater spell items is unacceptable.
+
: and then complain when I tell them to make it an avg 17 whip. What we're
      2. When you are setting the spells on your item, don't forget to change
+
: trying for here is a world where good items are hard to get. It should be a great
"ghost" to "none". It looks bad otherwise.
+
: day when you finally get your hands on an avg 25 weapon... NOT the day that
 +
: you reach 15th level. I'd say the upper limit for normal eq is avg 28, and
 +
: even that should be limited to maybe 5 or 10.
 +
:      It's far, far better to make 3 swords, avg 28, and limited to 5 than to
 +
: make 1 avg 28 sword that's limited to 15. We like variety, we like rare
 +
: weapons, and we adore a variety of rare weapons. Example: My death knights in
 +
: Gogoth Castle. I gave them each their own weapon, and I limited each to 15.
 +
: It would have been a lot easier to give them all the same weapon and limit
 +
: it to 45, but again, we adore variety.
  
<b>VI. Flag, Exit Descs, and Finishing Touches</b>
+
===E. Magic Items===
 +
:      1. When you make potions/wands/staves/pills, please don't use a greater
 +
: spell unless it's really hard to get. Ksathan the Lich Mage, he can have
 +
: them, but a level 35 mob with greater spell items is unacceptable.
 +
:      2. When you are setting the spells on your item, don't forget to change
 +
: "ghost" to "none". It looks bad otherwise.
  
  A. Room Flags
+
==VI. Flag, Exit Descs, and Finishing Touches==
      1. Please make sure that all the room flags used in your area are  
+
===A. Room Flags===
appropriate. Nomagic, nosummon, nogate, and norecall rooms all need a reason
+
:      1. Please make sure that all the room flags used in your area are  
for being the way they are, and should be extremely rare. If your area is
+
: appropriate. Nomagic, nosummon, nogate, and norecall rooms all need a reason
very special, these things can be justified, but I've seen far too many rooms
+
: for being the way they are, and should be extremely rare. If your area is
flagged for no reason.
+
: very special, these things can be justified, but I've seen far too many rooms
      2. Do not use the "solitary", "private", "vault", "safe", or
+
: flagged for no reason.
"newbies_only" flags.
+
:      2. Do not use the "solitary", "private", "vault", "safe", or
      3. The "nowhere" flag makes it so that people outside the room don't
+
: "newbies_only" flags.
see you on "where". The "noneforyou" flag makes it so that people inside
+
:      3. The "nowhere" flag makes it so that people outside the room don't
the room don't see anyone else on where. The "indoors" flag makes it so that
+
: see you on "where". The "noneforyou" flag makes it so that people inside
area-affect spells rebound on your group, and so that you don't see weather
+
: the room don't see anyone else on where. The "indoors" flag makes it so that
reports. The "noweather" flag is for non-indoors rooms where you still can't
+
: area-affect spells rebound on your group, and so that you don't see weather
see the weather.
+
: reports. The "noweather" flag is for non-indoors rooms where you still can't
 +
: see the weather.
  
  B. Room Sectors
+
===B. Room Sectors===
      Do not forget to go through your area and change all the sectors. It  
+
:      Do not forget to go through your area and change all the sectors. It  
starts out as inside, and most of our areas aren't all inside. (Even if your
+
: starts out as inside, and most of our areas aren't all inside. (Even if your
area is indoors, you have to go through and set the room flag "indoors" on  
+
: area is indoors, you have to go through and set the room flag "indoors" on  
every room.) If you're not sure what sector to make your area, ask me.
+
: every room.) If you're not sure what sector to make your area, ask me.
  
  C. Exit Descriptions
+
===C. Exit Descriptions===
      Exit Descriptions are the picky little things that you get when you  
+
:      Exit Descriptions are the picky little things that you get when you  
"look north", and you see "The trail winds to the north." These are most
+
: "look north", and you see "The trail winds to the north." These are most
important if you've got a trap, a noexit, or a maze coming up. These are
+
: important if you've got a trap, a noexit, or a maze coming up. These are
required for any new area (though some of our original area set may still
+
: required for any new area (though some of our original area set may still
be lacking them).
+
: be lacking them).
 
   
 
   
  
<b>Appendix I: Fantasy works to read for inspiration</b>
+
==Appendix I: Fantasy works to read for inspiration==
George R. R. Martin (Song of Ice and Fire)
+
: George R. R. Martin (Song of Ice and Fire)
H.P. Lovecraft
+
: H.P. Lovecraft
J.R.R. Tolkien
+
: J.R.R. Tolkien
Lawrence Watt-Evans (Lords of Dus, Heroes of Ethshar)
+
: Lawrence Watt-Evans (Lords of Dus, Heroes of Ethshar)
Gary Gygax (Monster Manual, Dungeon Master's Guide, Gord the Rogue books)
+
: Gary Gygax (Monster Manual, Dungeon Master's Guide, Gord the Rogue books)
AD&D Modules
+
: AD&D Modules
Robert Jordan (I guess... Put in at Jolinn's request :P)
+
: Robert Jordan (I guess... Put in at Jolinn's request :P)
 
   
 
   
<b>Appendix II: Ashur's Appendix</b>
+
==Appendix II: Ashur's Appendix==
  Ashur sez:
+
  ''Ia! Ia!''
 +
: Ashur sez:
 
   
 
   
Regardless of the type of area you try to do, I have one major pet peeve
+
: Regardless of the type of area you try to do, I have one major pet peeve
and one major piece of advice (well, a few).
+
: and one major piece of advice (well, a few).
 
   
 
   
* Use mobs and objects. Use mobs and objects. Read this sentence again.
+
: '''*''' Use mobs and objects. Use mobs and objects. Read this sentence again.
Too many people map out some huge area without any theme, write 99
+
: Too many people map out some huge area without any theme, write 99
rooms, then have 6 mobs and 4 objects. That is so shatteringly lame, its
+
: rooms, then have 6 mobs and 4 objects. That is so shatteringly lame, its
unbelievable. When you have 80 mobs and objects, your area is thick with
+
: unbelievable. When you have 80 mobs and objects, your area is thick with
the chance to explore.
+
: the chance to explore.
 
   
 
   
* A theme. Don't form scattershot crap, where you just plot terrain and
+
: '''*''' A theme. Don't form scattershot crap, where you just plot terrain and
then add random mobs. We want an area with history and depth-- mobs that
+
: then add random mobs. We want an area with history and depth-- mobs that
have a reason for doing what they're doing, conflicts amongst your areas
+
: have a reason for doing what they're doing, conflicts amongst your areas
inhabitants, etc.
+
: inhabitants, etc.
 
   
 
   
* Do NOT design your area around making an area for equipment or levelling
+
: '''*''' Do '''NOT''' design your area around making an area for equipment or leveling
or anything. Design an area built on the concept that no matter where you
+
: or anything. Design an area built on the concept that no matter where you
go, there's something interesting to see. When you suck people into
+
: go, there's something interesting to see. When you suck people into
looking everywhere, identing everything, etc, etc, you have succeeded in a
+
: looking everywhere, identing everything, etc, etc, you have succeeded in a
great way.
+
: great way.
 
   
 
   
* Make a mythos. Your area needs a background...it needs history, or
+
: '''*''' Make a mythos. Your area needs a background...it needs history, or
culture. And that should be compatible with the rest of Avendar. All
+
: culture. And that should be compatible with the rest of Avendar. All
pre-conceived mythos (wheel of time books, xanth areas, whatever) are
+
: pre-conceived mythos (wheel of time books, xanth areas, whatever) are
banned. Think it up yourself. No Tolkein mobs without permission,
+
: banned. Think it up yourself. No Tolkien mobs without permission,
especially the demi-humans (elves, dwarves, gnomes, etc -- we don't have
+
: especially the demi-humans (elves, dwarves, gnomes, etc -- we don't have
them)
+
: them).
  
 
[[Category:Leviticus]]
 
[[Category:Leviticus]]

Revision as of 02:56, 5 May 2011

Area Style Guide, 2nd Edition

I. Overview

Welcome to the Area Style Guide, originally written by Iandir and updated
by Dovolente. This guide is intended to a) Help new writers find out what we
expect of them, b) Give the areas of Avendar a consistent tone/mood/feel,
c) Aid builders in thinking up areas.
Many of these points will seem minor, or pointlessly strict. What we're
aiming for here is to maintain the quality of Avendar and increase it. Minor
sloppy points make the MUD look bad. Many of the founding staff endured years
of MUDing on very poorly-written MUDs; if you think no one cares whether all
the room titles match, you're wrong.
Anyway, on with the pretentious and pedantic Area Style Guide!

II. Area Design

A. Area Concept

1. History

One thing that's important is that an area is well thought-out. This
means having some kind of story to the area, a history behind it, and a
purpose for each room. The history doesn't have to be complicated:
Krilin Fortress was built by Baron Krilin to protect the people of the
mountain community after their city was destroyed by hill giant raiders.
After the fortress was built, they conducted several campaigns to wipe out
the giant menace. Now the fortress has become the city, for the safety of the
people, and Baron Krilin leads them.
A very simple story that adds a nice feel to the area, and gives it a
purpose. Iandir could have just as easily said "Well, it's just this fortress,
and everyone like lives in it and stuff." But that's not as cool.
An area that's not planned out will usually have things that don't fit,
or don't feel right. For example, one builder had a forest with a garden in
the middle of it. Who put the garden there? Why would there be a garden in
the middle of the woods? When asked to explain these, it became obvious that
he had not thought the idea through.
Something that the development staff expects to see are areas the build
on the specific history of Avendar. Read through the MUD history, look at
texts in the Earendam library or entries in the Canon. At this point (Feb 08)
we still need an aelin home area (Ilodaiya? -- and even if we get one for each
race, why not two?) For more specific inspirations, read all the pillars/mob
descs in the Titan Castle.
Or, many of our writers come up with ideas that are completely new but still
build on the universe. Melikor came up with the idea for a tower of fire
mages that lost control of their magic (or something) and their souls got put
into the bodies of fire elementals. A great idea! (He left before he built
much, but Iandir still hopes to do that tower someday.) Nordath and Arisuth are
good examples of fresh but fitting Avendar concepts.
Areas that don't specifically build on the world history (example, my
monastery) were OK as the rough form of Avendar took shape, but after a decade
of development and lore, there's no excuse for writing an area that is disconnected
completely from the lore and backstory of Avendar.


2. Area Originality and Tone

Make sure that the area fits in with the feel of Avendar, as well. For
one thing, we don't want areas that are based on a fantasy novel, movie,
comic book, or anything. Inspired by, sure. Many of our areas will have the
same tone as, say, Tolkien, but we will disallow areas that have Bilbo,
Sauron, or Gandalf.
Furthermore, many times the area won't be the right mood, even if it
doesn't directly take from a series. One builder wanted to make a Ravenloft-
like area, but early implementors agreed that it really didn't go well with
our other areas. Be sure to run your idea by some of the senior staffers (Chadim,
Kestrel, Dovolente, Ramc, Girikha) before you get too excited about it.
Original, fresh ideas that build on the fantasy landscape are superior
to boring, unoriginal ideas. (Although some of the old standbys are always
good.) For example, it would have been OK for Avendar to have a cave system
inhabited by gnolls. But to go on and add a cave system inhabited by goblins
too... that's a standby, but in this example we already have something like
it. We would want something more original, like Iandir's chaja caves.

3. Area Location in Avendar

Make sure that we have a place to connect it in the world. Before you write
it, you should know where it goes in relation to existing areas and how it might
connect to them. Talk to senior staffers about where we could fit your area, and
if there's nowhere, maybe you could write a connecting area just to lead up
to your main area (like the Vorinden Road and Kor Thrandir).

4. Types of Areas

There are several basic types of areas. You have to decide which your
area is. The question at hand is, why would adventurers want to go into your
area? For most areas, the amount of traffic they get determines how
successful the area is. (Although some areas aren't meant to be heavily
traveled.) The area types are basically different reasons for folks to go
into an area. The types may be mixed, and usually a successful area either
does more than one of these, or does one extremely well. Area types:
a. The City. People come here because it's their hometown, to buy things, to
practice, or to cower in their guilds.
b. The Ranking Area. People come here because it's got good ranking mobs.
c. The Equipment Area. People come here to kill the mobs for their eq.
d. The Linking Area. People come here because they want to go somewhere
connected to the area.
e. The Quest Area. This is usually a rarely-traveled area with some really
deadly stuff, used as a base for quests, or to hide really tough eq.
Some examples. The Griffin Aerie is intended as a ranking area. It can
also be used to link some air-type areas later. It's also got some rare
equipment. Krilin: City, Ranking, Equipment. Chaja Caves: Ranking, Equipment,
Linking. Some plain old linking areas are the roads and the rivers (which
by modern standards are very basic and wouldn't be acceptable without a
lot more development).
So, plan ahead which types of area you want yours to be. Remember it's
better to make it have more than one function. There are several areas we
have right now that no one hardly EVER visits, because they don't serve the above
purposes.

B. Plan Your Area

1. Area Map

You should map out your whole area on graph paper before you begin, and
be sure that you have everything where you want it before you dig. It's
annoying to see someone dig a 150-room area and then say "Can we delete this,
I did it wrong." Well, either plan it out meticulously before you dig a single
room, or look foolish and get used to unlinking rooms. (In the 20 areas Iandir
planned/dug, he never changed the layout of one once it was dug.)
So map that baby out, and then number each room. For ease of writing in
tiny squares, I just number each room 01, 02, 03, and so on. If my vnums are
1500-1599, I can just mentally add the 15 when I dig. (If I have more than
100, I use 2 digits for the first 100, then go 601, 602, 603 for the second.)
Also be modest with the size of the area. Areas with 50-100 rooms are
good for new builders (and old builders). Trying to tackle enormous 300-room
monstrosities can be overwhelming and drain one of energy and enthusiasm.
Insanity lies that way.

2. Area Realism

As you plan the area on paper, try to think of the way a real building
would be laid out, or how a real landscape would be formed. Avoid pointless
hallways, or rivers that flow uphill, and so on. Don't get obsessed with
this, but do pay attention to it.

3. Room Realism

As an extra, it's nice to have some realistic rooms. If I made a
gigantic castle with no living quarters, kitchens, nothing, one would have to
wonder where all the inhabitants actually live. But please don't go overboard
on this, building in 100 bedrooms, 2 kitchens and 3 dining rooms. It's just
nice to have *some* realism. Too much will make your area needlessly huge,
and boring to boot. Not every area needs a kitchen!

4. Noexits and Traps

Make lots of nasty traps, if it suits your area. But limit the use of
noexit rooms. Noexits should really only exist if there's some type of puzzle
or quest or mechanism to escape.
ALWAYS put warnings before traps or noexit rooms. Nothing is worse than having
an inviting passageway that suddenly traps you for no reason. The idea here
is to reward people who are careful in their explorations, and punish people
who charge recklessly around. There should usually be something in the room
desc that hints to what's ahead, or at the very least an exit description.
(look west, "The ledge looks weak to the west")
Norecall, nogate, nosummon and nomagic rooms had better have a good
reason for these properties. Rooms that have no possible way of escape,
ever (noexit AND norecall or nomagic) shouldn't exist. If you have a great
reason for a ton of noexits, ask senior staff about it.

5. Mazes/Randomized Rooms

Mazes are ok as long as they're not overdone. Ask us if your maze is
worth having randomized. Don't make them too hard, unless it's a high-level
area or an area that's supposed to be a real pain to get into. (A newbie area
with a 15-room maze is way overdone. Newbies have problems with a 4-room
maze, and even one randomized room can baffle a newbie. :P)

6. Area Credits

To set the credits, first, aedit your area. Then type
"credits {lo hi} Immname Area name". The spacing should not vary
from this format. lo/hi = lowest levels that can go there, highest levels
that benefit from the area. Start of the area name should be 10 spaces from
the start of the immname. Just type "areas" for countless examples.

III. Room Descs

A. Basics

1. Length

Room Descriptions should be at least 3 lines, and less than 15 lines.
Too short, and it looks like the area was slapped together with minimal
effort. Too long, and your writing needs to be more concise.

2. Spelling/Grammar

Rooms should be meticulously spellchecked. Spelling errors make our
glorious MUD look like trash. Likewise with grammatical errors.

3. Room Names

The room name should be capitalized like the title of a book, with the
first word and all major words in caps. Example: "The Lair of the Ice
Wizard". Also, every room name should composed so that it could complete the
sentence "Iandir is standing in/on/at __________". (A redundant in/on/at is
ok, but not required.)

B. Content

1. Originality

Be creative in describing a room. People get tired of repeatedly reading
"to the north is a hallway, to the west is a large alcove, and to the east
is..."

2. No Narrative

Narrative in a room desc is a bad thing. What do we mean by narrative?
Narrative is a) Telling the player how she feels as she walks into a room,
b) Telling him what he's thinking, c) Describing a specific action that's
taking place. An example of a and b:
"You stand in a dark and scary room. You are very frightened as you look
around, and you edge toward the door out. You almost panic as you twirl
around and find it gone!"
What if I'm playing a character who is absolutely fearless? What if my
character was raised underground, and loves darkness? What if I know exactly
where I'm going, and the disappearance of the door doesn't disturb me in the
least? This is why you must avoid telling me my thoughts and feelings in a
room desc. Using "perhaps" doesn't help any, as I've seen some do...
"You stand before an enormous gate, craning your neck to see the top.
Perhaps it was built to keep invaders out, or perhaps to keep people in."
There we are, telling me my thoughts again. These things are anathema.
Also avoid describing specific actions or mobs in the desc:
"Sitting around the table, a group of barbarians laugh heartily as they
gulp ale and spit on the ground. One barbarian stands and stretches, then
reaches for his axe."
The problem with this is: Why can't I see the barbarians as mobs? What
if I want to kill them? Rather than putting them in the room desc, make them
mobs in the room, and give them some fun progs that make them come to life.

3. Progs

If you want to do anything special in a room, a sleep trap, a special
effect, or whatever, let experienced builders know and they can help with it.
There are many, many examples of what can be done out there. Use 'mpstat' for mobs,
'opstat' for objects, and 'rpstat' for rooms to see how others have set up progs
for these things.

IV. Mobs

A. Mob Variety

There should almost always be a great variety of mobs in your area.
Ashur has asked that we use at least 1/4 of the vnums for mobs and objects.
Exceptions may be made, but not usually.

1. Mob Population

It's the mobs that make your area come to life. Along with a great
variety of mobs, we want to have a great number of mobs. However, don't go
overboard. One builder put maybe 1 or 2 of each type in the area, and when
told to put a lot more, the builder put (seriously) 45 of each mob type.
It was kind of silly to see 15 mobs in each room. In general, a good
sprinkling will average to about 1 or 2 mobs per room, although of course
there will be clumps and bare spots.

2. Progs

Please use progs on the more important mobs in your area (maybe a
cluster of basic ranking mobs don't need progs, but an individually named NPC
who has a particular purpose in the area should have some sort of interactivity).
If you don't know how to prog, we can teach you. Mob progs make the world
live and breathe, and nothing turns us on more than an area that interacts with the player.

B. Mob Act Flags

1. Always make any non-magical vertebrate animal act_animal. This makes
it so that our precious rangers can befriend them. (Note: griffins, etc,
count as magical, for those of you who didn't get my drift.)
2. The act_badass flag is absolutely not to be used without senior staffer
permission. The use of this flag will cause us to glare at you and lose
respect for you.
3. The act_mage flag is broken. It will do bad things to your mob if you
use it. Out of the different class flags, the only one that does anything at
all is act_warrior; this flag gives you mob an extra attack.
4. The class flag is not fully implemented and is buggy. Do not use at the present.
5. The track_gate flag is absolutely not to be used without senior staffer
permission. See above for consequences.

C. Mob Levels

A variety of mob levels is usually good. Think of the level you want to
have ranking on these mobs, and make the mobs 5-10 levels higher.

D. Mob Affects

Make sure the mob's affects are appropriate. Sanctuary should only be used
on mobs who can supposedly use water magic. Use resistances rather than sanctuary if
you think the mob should be extra hard to damage.
The same goes for detecting invisible... Maybe a bear could detect invisible by
smelling you out, but how could an ordinary merchant see an invisible guy?

E. Mob Names

1. Be sure to make the mob's name include all the things anyone would
think of to call it. If the mob's long desc is "A tall bearded swordsman
stands here." You would want to make the name "swordsman tall bearded".
Nothing is more idiotic than seeing "a hairy black beast" and typing "kill
beast" only to have it say "They aren't here." This is extremely poor mob
design.
2. If you name your mob, like "Jorgar the Barbarian Lord" or something,
please do not use a non-fantasy name! This includes real life names like
"Jonah", "Harold", or "Granny Smith". Would you really expect to see a guy
named Harold in a fantasy world? We have guidelines that we will be enforcing
for character names. I would deny someone named "Candi" in a heartbeat... so
why should we have a mob named Candi? We absolutely should not.
3. If you're using one of our races, please make an effort to name them
using our racial naming conventions. See the builder's page for resources.

F. Mob Damtype

Make the mob's damtype appropriate for the mob. We don't want little
girls who smash, or cityguards who have flaming bites.

G. Mob Hit/Damdice

Read "help hitdice" and "help damdice" on 5555 for the appropriate
values. Also: make sure that the mob's hitroll is level/2, or higher for mobs
meant to be particularly tough.

H. Mob AC

Use "help mob_ac" to determine armor class values.

I. Mob Offenses

Please use your head on this. I've seen people make little girls who can
parry, dodge, bash, trip, disarm, and dirt kick. Tell me, if it takes a
freaking warrior 15 ranks before they can disarm someone, how did this
little girl learn it?

J. Mob Wealth

Don't go overboard here. One builder put 1,000,000 gold on a mob. Wtf?
Follow the guidelines for wealth given in the oedit documentation.

K. Mob Descs

Mob descriptions follow the same rules and restrictions as room descs.
No saying "The woman drops her bundle and attacks" or anything like that. For
a mob's short description, you must start non-proper-name words with a lower
case letter. Wrong: "The mudslider" Right: "the mudslider"
TAKE NOTE: Race names are NOT capitalized! Wrong: "the Shuddeni priest"
Right: "the shuddeni priest".

V. Objects

A. Object Variety

Just as with the mobs, we want to see at least 1/4 of the area's
vnums used up by a variety of objects. If this means you have to put tables,
chairs, cups, bread, shirts, and gloves all over the place, then do it. It
brings the area to life.

B. Object Names

Just as with mob names, make sure the name includes everything an item
would be called. It sucks to see "A blazing broadsword is here, shining
brightly" and when you type "get broadsword", "I don't see that here." You
should name such an object "broadsword blazing shining", and maybe even
"broadsword broad sword blazing shining". On another note, *always* make sure
that the FIRST word used in the name is the most common word you would use
to describe it. If someone can't carry that much weight, it says
"broadsword: you can't carry that much weight." Now, if someone had named
this object "shining broadsword", it would say "shining: you can't carry that
much". This looks silly.

C. Object Flags

Very rarely, if ever, use the anti-alignment flags. They should
generally be saved for magical artifacts or other high-powered items
that it really makes sense for. It's better to make more equipment usable
by everyone, so that players have more reasons to slash each others' throats.
NOTE: the v4 values for weapons generally suck. The only ones that
should be used are "twohands" to designate that the weapon takes two hands,
or the poison flag. (Poison must be used rarely).

D. Object Values

I've had more fights with our builders over the subject of equipment
values than anything else. People put an avg 25 whip where it's easy to get,
and then complain when I tell them to make it an avg 17 whip. What we're
trying for here is a world where good items are hard to get. It should be a great
day when you finally get your hands on an avg 25 weapon... NOT the day that
you reach 15th level. I'd say the upper limit for normal eq is avg 28, and
even that should be limited to maybe 5 or 10.
It's far, far better to make 3 swords, avg 28, and limited to 5 than to
make 1 avg 28 sword that's limited to 15. We like variety, we like rare
weapons, and we adore a variety of rare weapons. Example: My death knights in
Gogoth Castle. I gave them each their own weapon, and I limited each to 15.
It would have been a lot easier to give them all the same weapon and limit
it to 45, but again, we adore variety.

E. Magic Items

1. When you make potions/wands/staves/pills, please don't use a greater
spell unless it's really hard to get. Ksathan the Lich Mage, he can have
them, but a level 35 mob with greater spell items is unacceptable.
2. When you are setting the spells on your item, don't forget to change
"ghost" to "none". It looks bad otherwise.

VI. Flag, Exit Descs, and Finishing Touches

A. Room Flags

1. Please make sure that all the room flags used in your area are
appropriate. Nomagic, nosummon, nogate, and norecall rooms all need a reason
for being the way they are, and should be extremely rare. If your area is
very special, these things can be justified, but I've seen far too many rooms
flagged for no reason.
2. Do not use the "solitary", "private", "vault", "safe", or
"newbies_only" flags.
3. The "nowhere" flag makes it so that people outside the room don't
see you on "where". The "noneforyou" flag makes it so that people inside
the room don't see anyone else on where. The "indoors" flag makes it so that
area-affect spells rebound on your group, and so that you don't see weather
reports. The "noweather" flag is for non-indoors rooms where you still can't
see the weather.

B. Room Sectors

Do not forget to go through your area and change all the sectors. It
starts out as inside, and most of our areas aren't all inside. (Even if your
area is indoors, you have to go through and set the room flag "indoors" on
every room.) If you're not sure what sector to make your area, ask me.

C. Exit Descriptions

Exit Descriptions are the picky little things that you get when you
"look north", and you see "The trail winds to the north." These are most
important if you've got a trap, a noexit, or a maze coming up. These are
required for any new area (though some of our original area set may still
be lacking them).


Appendix I: Fantasy works to read for inspiration

George R. R. Martin (Song of Ice and Fire)
H.P. Lovecraft
J.R.R. Tolkien
Lawrence Watt-Evans (Lords of Dus, Heroes of Ethshar)
Gary Gygax (Monster Manual, Dungeon Master's Guide, Gord the Rogue books)
AD&D Modules
Robert Jordan (I guess... Put in at Jolinn's request :P)

Appendix II: Ashur's Appendix

Ia! Ia!
Ashur sez:
Regardless of the type of area you try to do, I have one major pet peeve
and one major piece of advice (well, a few).
* Use mobs and objects. Use mobs and objects. Read this sentence again.
Too many people map out some huge area without any theme, write 99
rooms, then have 6 mobs and 4 objects. That is so shatteringly lame, its
unbelievable. When you have 80 mobs and objects, your area is thick with
the chance to explore.
* A theme. Don't form scattershot crap, where you just plot terrain and
then add random mobs. We want an area with history and depth-- mobs that
have a reason for doing what they're doing, conflicts amongst your areas
inhabitants, etc.
* Do NOT design your area around making an area for equipment or leveling
or anything. Design an area built on the concept that no matter where you
go, there's something interesting to see. When you suck people into
looking everywhere, identing everything, etc, etc, you have succeeded in a
great way.
* Make a mythos. Your area needs a background...it needs history, or
culture. And that should be compatible with the rest of Avendar. All
pre-conceived mythos (wheel of time books, xanth areas, whatever) are
banned. Think it up yourself. No Tolkien mobs without permission,
especially the demi-humans (elves, dwarves, gnomes, etc -- we don't have
them).