For information on questions such as indentation, spelling and
capitalization, see the stylesheet.
Submissions should be, whenever possible, sent as a plain text file,
and the presumption is that you are responsible for spell-checking.
Submissions should be sent to either the staff member who asked for them,
with mud cc-ed or, if not intended for a specific staff member, to
mud@armageddon.org, so it can be forwarded to an appropriate staff
member. All staff members can be reached with the address
<theirname>@armageddon.org or <theirname>@ginka.armageddon.org
Writing has to live up to our standards, which are high, to be
used. Armageddon reserves the right to edit, sometimes heavily, as
necessary.
Be original. Yes, when Armageddon started, it borrowed from the Dark
Sun milieu, but it has grown into a world system and ecology of its own.
Think about the atmosphere of the game and try to make your item, npc,
script, etc fit into the game world. Think about what materials and
techniques would be available in the area where the item would
originate, and how that would affect the item. Decide what styles of
art might have affected the item and how it might be decorated.
Consider what conditions
your npc would have grown up under and what her/his history is like.
If it's an ornament or tattoo, think about what sort of culture would
have produced
it.
- You can think of crafting as working similarly to real life cooking. That is to say, what much be created for each crafted item is the recipe, or list of items that can be combined to make it. For example, to make an arrow, you need the arrowshaft, the arrowhead, and a feather for the fletching.
- Crafted items can be cumulative. For example, crafting a particular chest might require that first the player must craft the carved panel used to adorn it.
- Large items can be crafted into multiple smaller items. For example a log can be split into several planks, or a large chunk of raw meat turned into several smaller pieces of cured meat.
- In contributing crafted items, consider whether or not the item fills a
gap in existing craftable items. For example, we have many types of arrows,
and yet another instance of such is probably not necessary. Similarly,
there are many types of craftable wooden shields, so I would rather see
one that uses tortoiseshell, since there are (currently) no such shields in the
database.
- If it is something craftable only by a particular clan, indicate that. There
is currently no way to make something craftable only by a particular race or
geographic location.
Necessary information, in order:
| Item |
Description |
Example |
| ingredients |
what goes into making the item |
two small red rubies, a piece of bone |
| what is created |
the item created via the use of the skill. If it's a
item that doesn't exist in the world yet, you will need to provide the
information on the object separately. See the section on making objects. |
a ruby-studded bone hairpick |
| what is left upon failure |
anything left over if fails |
two small rubies |
| skill |
what skill is used to make the item |
jewelrymaking |
| difficulty |
how hard it is to make the item |
fairly difficult |
| duration |
how long it should take to make the item, in very general terms (instantaneous, a couple of minutes) |
long time |
| success message to crafter |
what the crafter sees upon success. Try to avoid
having these messages be over 80 characters. |
You shape the bone and set the small jewels into its surface. |
| success message to room |
what others in the room see upon success. Try to avoid
having these messages be over 80 characters. |
$n shapes the bone and sets the small jewels into its surface. |
| failure message to crafter |
what the crafter sees upon failure. Try to avoid
having these messages be over 80 characters. |
The fragile bone snaps as you attempt to shape it. |
| failure message to room |
what others in the room see upon failure. Try to avoid
having these messages be over 80 characters. |
The fragile bone snaps as $n attempts to shape it. |
Helpfiles should be formatted by using
this utility.
Necessary information, in order:
| Item |
Description |
Example |
| the npc's keywords |
The keywords associated with the npc, including her/his name,
any nicknames, and any special identifiers, like [winrothol], [blackwing],
or [poets_circle] designed to make searching the database easier. |
Junipa small dark-haired man human |
| the npc's sdesc |
the description seen when the npc acts. Generally
starts with "a" or "an" rather than "the". |
a small, dark-haired man |
| the npc's long desc |
the description seen when someone enters the room |
A small, dark-haired man sits at a table in the corner, drinking. |
| the npc's desc |
the description seen when someone looks at the npc |
This lanky man is weatherbitten, his skin a deep bronze where lighter
lines of scar tissue do not cross his skin. His hair is a pale, sunbleached
brown, kept slicked back with some sort of perfumed oil. A moustache droops
mournfully beneath his long nose, and his eyes are a shrewd shade of jade
green. |
| the npc's background |
Notes that someone inhabiting the npc should be aware of |
Junipa's life is his store. He is obsessively neat, and convinced that
it is the existence of the store, providing folks with tools, that
helped free the Northlands. |
| details |
race, age, sex, guild, subguild |
female half-elf, 32, assassin house servant |
| skills |
estimate of their skills, and anything unusual they might have, skillwise |
barely skilled, except in floristry, which she is highly advanced in. Plus knows a smattering of cavilish. |
| miscellaneous |
Notes about their clothing, their accent, how they
might introduce themselves, rumors they might report, etc. |
Prefers blue linen in clothing. Has Northern
accent. "Junipa, welcome to the free Northlands, praise to Muk Utep!" |
Keep the following points in mind:
- Unless the item is one of a kind, it should not have lines in its
description that would imply it is one of a kind. For example,
Scrawled in blood at the bottom of the parchment are a series of
enigmatic runes or The cloth has been torn at the hem and stitched
back with red thread, the repair clumsy and erratic.
- You may want to give the object a particular scent or taste (if it's food).
- Material types include: wood, metal, obsidian, stone, chitin, gem, glass,
skin, cloth, leather, bone, ceramic, horn, silk, ivory, duskhorn, tortoiseshell,
isilt, salt, dung, plant, paper, food, feather, and fungus.
- Objects weights can be 0, .1, .25, .5, 1, 2, 3, etc. Weights are reckoned
in stones.
| Item |
Description |
Example |
| the item's keywords |
the words used to manipulate the object, as in "look blue" The list
should start with a noun, such as "table", to avoid awkwardnesses like
"You break the ornate." If it can only be made by a specific tribe,
or area, include this as a [name_make] flag, i.e. [blackwing_make],
[southern_kadian_make], [northlands_make], etc. |
backpack yellow sandcloth [allanak_make] |
| the item's short description |
the short description of the item, i.e. what is normally seen when
manipulating the item |
a small leather pouch |
| the item's long desc |
what is shown when the item is lying on the ground. Try to avoid
having these messages be over 80 characters. |
A small wooden lyre lies discarded here. |
| the item's main description |
what is seen when you look at the item |
This long bow of dark thornwood has carefully sanded and polished until the
wood gleams darkly. Stretching tautly between the arms is a bowstring seemingly
fashioned out of thin but sturdy sinew. The dark brown wood curves gracefully
from the tip down to the recurve at the far end. Halfway down, a sturdy grip
has been skillfully carved and wrapped with dark leather to provide a sturdy
hold. Pieces of tortoiseshell have been used as both strengtheners and
decoration at the arrow rest and plate as well at the tips where the bowstring
slips onto the ends of the bow itself.
|
| the item's material |
what the item is made out of |
wood |
| the item's price |
how much the item costs. Note: this will be affected by both
the individual shopkeeper and the area's taxes |
15 |
| wearflags |
where the item can be held/worn |
back, holdable, in_hair |
- Involve as many senses as possible. Let the reader know what the
air smells like or how the crowds outside the window sound.
- Do not write in second person, i.e. the use of "you". Instead
of "You see a room filled with candles," try "This room is filled with
candles," or, better yet, "Candles fill this room."
- Avoid passive voice whenever possible.
- Unless you have included an alternate night description for the room,
do not mention day specifics, such as harsh sunlight.
- Avoid qualifiers, such as "rather", "quite", or "very". If you feel
a qualifier is necessary, then perhaps you need a more precise word. For
example, instead of "very tall", "towering" or instead of "rather small",
"diminutive".
Necessary Information, in order:
| Item |
Description |
Example |
| the room's name |
the name of the room. It is best for the name not to
contain information that the character would not know. |
A Small, Dusty Plaza |
| the room's desc |
the description seen when one enters the room |
Crowds choke this crowded plaza, stirring up thick dust and fine,
silty sand into the air, already thick with the odors of the lives conducted
here. The ground underfoot is simple, hardpacked dirt, worn smooth with
footsteps, but with an occasional jagged crack or pile of offal that keeps
the traveller's step wary. Slightly taller buildings surround this plaza,
many of them featuring balconies fluttering with the laundry which has been
hung out to dry in the fierce sun. |
| extra descriptions |
the descriptions seen when you attempt to look at a room's detail, such as "look skull' or 'look skulls' |
skull, skulls
These skulls vary in race, including examples of human, gith, dwarf, elf,
and other, less known, races. Each has been painted, the eyeholes outlined
with brilliant colors and the bony plates adorned with various patterns |
| night description |
the description seen at night |
Even lying under the thick sweep of night's dark wing, this plaza
is full of life, commoners passing through it on their errands, many
lingering to gossip, talk or simply watch the passersby. The ground
underfoot is simple, hardpacked dirt, worn smooth with footsteps, but
with the occasional jagged crack or pile of offal that keeps the
traveller's step wary. Slightly taller buildings surround this plaza,
torchlight marking the entrances of a few. |
| scent description |
what is reported to the player when they 'sniff room' |
The smell of refuse and feces sullies the mouth of this
alleyway. |
Remember that tattoos and scars are not location specific, and
that someone may choose to put the scar or tattoo in any location.
- short description of the tattoo (ex: "a flaming skull tattoo")
- cost of the tattoo
- description of the tattoo (what is seen when you look or view it)
To keep the website looking consistent, a few templates have been
created to be used when a webpage is submitted. To make it as easy
as possible for you to use, there are plenty of comments within the
source code, however it is recommended that understand the basics
of HTML if you.re going to use one of the templates. To save a template
onto your computer, either right-click on the link and select "save
target as" or view the source code for the template and copy and
paste it into a html file.
Send corrections and feedback on this page to Sanvean
© 2003 ArmageddonMUD. All rights reserved. Last updated 11/12/2005.
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