|
Phantasmal Site > Innsmouth MUD > Tips for Builders
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.
|