----------------
   WIZRULES
----------------

These are the parts of the rules and code of conduct for a wizard which
do not contain technical, internal information which mustn't be seen
by the players. If you are wizard, better read 'man RULES'.

1. You may not help, or meddle in the affairs of players, even if they
   have lost points due to a lost connection. They have to go to the post
   office and ask Demos, or use the bug command.

2. You may not meddle in other wizards' areas. Do not use your power to
   update, destruct or call functions in objects that are not yours - 
   unless you have been fixing a bug and this is inevitable - because 
   unpredictable bugs could occur.

3. Do not make 'deadly' traps. A player must never die because he didn't
   know what happens in the next room. If some room is very dangerous,
   make some hint (like the giant footprints beside the giant lair).
   (addendum: i tend to make exceptions to this rule, please ask a lord
        if you have a question regarding to it.)

4. Never initialize the destination of an object outside your castle. If you
   make a monster that can walk out of the castle, be sure that it is a
   very nice monster.

5. Never generate messages that look like something they aren't (good and
   precise rule :-). That is, don't try to fool the player that someone says
   something when it isn't true etc.

6. If you have a "test" character, make sure is isn't seen in the top score
   list. He must no be wizard either. He must also be registered as a
   "test player" (see /room/office)

7. Try to avoid making devices, situations which make the players lose
   experience if they are adventuring or examining objects. Players should be
   rewarded for adventuring and discovering things. If they get killed...
   Well, they will then lose some experience, but this is a special case!

8. The game is supposed to be in the "long distant past", and thus no
   modern things should exist. If you want some kind of airplane, use a
   flying horse instead etc.

9. 

10. Teleporting items should be VERY restricted, and very rare. They must
    not allow teleportations to anywhere, but only to one or more predefined
    room. Never to a specific player.

11. [rule describing how weapons shall look like]

12. [rule describing how armours shall look like]

13. [rule describing how magical items shall look like]

14. If an elder-/archwizard tells you to change a certain item, he
    does so for a reason.  Implement the change immediately please.

15. PLEASE REMEMBER, ABOVE ALL ELSE, THAT THIS MUD STRIVES TO BE A *QUALITY*
    MUD, SO DON'T JUST BUILD VAST HACK-AND-SLAY ADVENTURES.
    HERE ARE A FEW CRITERIA TO CONSIDER WHEN IMPLEMENTING A QUEST:

                a) make it fun.
                b) make it realistic.
                c) have it *require* role playing and team activities.
                d) include some puzzle solving.
                e) DON'T IMPORT IT FROM ANOTHER MUD.

16.  Do not make your objects publically accessible before having read
     and obeyed /doc/build/BUILD and /doc/build/BUILD-protocol.
     This rule is to prevent half-finished items lying around in the MUD.

     You also should write a note on the board in /room/new_castles with 
     your reserved spot in the mud for your area and in the note as such,
     you could write your ideas on what you want your area to be when it 
     is ready... happy hacking B-)



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