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General Tips for MUD Builders
Most of these are inspired by TopMUDSites.com, from a thread on their
Builder board. Massive props especially to Sanvean of Armageddon MUD and
Estarra.
- Plan your area first, and pay attention to how it would 'really'
work. If your area is a fortress, an inn, a kitchen or a stretch of
wolf-ridden woods, think about what such an area should have in it,
and how it should be laid out.
- Make your NPCs vibrant. There should be at least two or three
different actions and reactions available (such as emotes, things they
say, or stimuli they react to) that are specific to that NPC.
- Details, details, details
- Use all five senses, and (sparingly) impressions like
'foreboding'. On impressions, Estarra says: For example, you walk
into a sacrificial pit for a dark god and read as part of the
description "Despair and fear vibrate in the air." [...] Or
even: "The statue of the ancient god makes even the most hardened
heart flutter at the majesty." (Note: I don't mean things like "You
walk into the room and feel fear." I never use the first
person.)
- Use active, dynamic verbs rather than passive verbs
- Use the present tense, unless you have a very good reason not
to.
- Use good grammar and spelling. Make sure to use complete
sentences, not fragments or run-ons.
- Don't put two spaces between sentences. It looks fine in office
correspondence but it adapts poorly to MUDs.
- Don't let your editor help you. Microsoft Word and some other
editors will automatically format for you, add bullets and
superscripts and whatnot. Turn this feature off.
- From Estarra, verbatim:
Don't use "seems to" or "looks like" or "appears to be". This is
a common mistake that strikes even the very best and experienced
builder. Feel free to use metaphors and simile, but using the
phrases "seems", "looks like", and "appears to be" weakens the
impact. If the man appears to be the oldest man in the village, then
chances are the man is the oldest man in the village.
Ninety-nine percent of the time, it can be avoided. For example,
Weak
This troll appears to be the largest of its kind. Its skin seems
to be an almost phosphorescent green and its large fangs look like
it could tear through not only skin but bone.
Dynamic
The troll is enormous, the largest of its kind. Its skin glows an
almost phosphorescent green and its large fangs could tear through
not only skin but bone.
- Don't reference the player in the room. Don't tell him what s/he
thinks, what s/he feels, or where s/he just came from. Don't tell the
player their opinion. Avoid the words "you", "your" and so on.
Describe the room and the impact will be greater, especially if the
player doesn't feel the way you claim.
- Don't describe important objects or mobiles in the room. What if
they aren't there any more? Create this objects or mobiles and let
them describe themselves.
- Where possible, avoid referencing history in the room
descriptions. Unless you know the player is aware of a particular
conflict, political group or similar (and leaving readable scrolls
describing it does not mean the player knows, or remembers, or
associates the scroll with the current room!), don't mention that
group or event.
- Ask your coders for things. If you have a vision of how something
could be done with a small new feature, suggest it. The worst that
will happen is that they'll say 'no'. If they have countersuggestions
for different ways to do the same thing, listen.
- Use multiple aliases. Make sure that the old witch can be a witch,
a woman, an old witch, an old woman, an evil witch, and so on. Your
codebase may be able to help you with this for gender, class, race and
so on.
- Personalization and uniqueness -- items 'skinned' from mobiles,
equipment that changes condition, etc add a lot.
- Sanvean suggests weather changes, travel, and equipment that
changes status because of it -- gets wet, bloody, rusty, sweaty,
dusty, etc.
- Have your zones/sectors affect the feel of things. Change travel
messages, messages from spells, etc. If possible, be able to forage
for various things in different sectors (water, food, rocks, sticks,
salt, etc).
- Tattoos and scars that can be acquired in play, and that can be
set on NPCs as well.
- Here's a Maze Tutorial by Molly
O'Hara of 4dimensions.
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