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Remove webster lookup since it no longer works (#99)
* removed useless util/webster.c and fixed a couple of potential buffer overruns in the util functions * removed stray utf-8 error chars. I guess someone has used an editor with fancy 's * removed last webster integrations
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8 changed files with 55 additions and 348 deletions
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@ -865,7 +865,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
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An autoquest is a quest that can be automatically started and completed
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without the intervention of an immortal. Simply visit a questmaster and join
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an available quest, and get rewarded on it’s completion. Keep an eye out for
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an available quest, and get rewarded on it's completion. Keep an eye out for
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autoquests scattered throughout the World.
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See Also: QUEST-FLAG, QUESTPOINTS
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@ -1584,7 +1584,6 @@ qedit (quest editor)
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questpoints
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buildwalk
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dig
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tell m-w (an in game dictionary lookup)
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gemote
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history
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file
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@ -2444,25 +2443,6 @@ Example:
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> diagnose doctor
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See also: CONSIDER, HIT, KILL
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#0
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DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS
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Usage: tell m-w <word>
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We have a direct link to Merriam Webster. To use the dictionary just
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tell m-w <word>
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>tell m-w breather
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You get this feedback from Merriam-Webster:
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That means:
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1 : one that breathes
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2 : a break in activity for rest or relief
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3 : a small vent in an otherwise airtight enclosure
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A few obscure definitions are not available through m-w since they are in the
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unabridged version that requires membership. They also offer a thesaurus at:
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@Chttp://m-w.com/@n
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#31
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DIG UNDIG RDIG RELINK RLINKS
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@ -3173,7 +3153,7 @@ game.
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Invest in a thesaurus. Makes a world of difference, and if that doesn't
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help, just make up your own words for things you create (just be sure to
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describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus
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and dictionary. You can @Rtell m-w <word>@n to lookup a definition.
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and dictionary.
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4. Where can I learn Trigedit?
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Here! Welcor is now the developer of trigedit. We have extensive help files,
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@ -3564,8 +3544,8 @@ GRAMMAR GRAMMER TIPS
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words can be particularly tricky and elude electronic spell checkers. A good
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dictionary, however, will help you spell archaic words. Whenever I am building
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I use our Merriam Webster dictionary link on TBA to check any tough words for
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proper spelling. Test it out @RTELL M-W DEFINITION@n. We hope to add a thesaurus
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soon! Goto @Chttp://m-w.com/@n until then.
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proper spelling. We hope to add a thesaurus soon! Goto @Chttp://m-w.com/@n
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until then.
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I have found that a good principle to make is to avoid the use of all
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contractions. For example, if you mean to say "it is", do not use "it's", spell
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it out. This will help differentiate between "its" (which means 'belonging to
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@ -7192,7 +7172,7 @@ prefer to add the quest in the zone where quest completion takes place.
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Quests use vnums in exactly the same way as mobiles, object and rooms. Each
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zone will normally have 100 vnums available (#00 to #99, where # is the zone
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number). Usually, when creating the first quest in a zone, #00 is used,
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then #01, etc…
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then #01, etc.
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When you qedit <vnum> to create a new quest (or edit an existing one), you will
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see the menu in @RHELP QEDIT-MENU@n
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@ -7203,12 +7183,12 @@ QEDIT-ACCEPT
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This is the text that is sent to the player when they start the quest. It
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should describe in detail exactly what is required to complete the quest. The
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text is simply output on the player’s screen, so be creative here. An example
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text is simply output on the player's screen, so be creative here. An example
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of an accept message text could be something like:
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The questmaster rummages in a large pile of papers.
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The questmaster says ‘Ah, here it is’
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The questmaster says ‘Bob, the local butcher has offered this quest’
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The questmaster says "Ah, here it is"
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The questmaster says "Bob, the local butcher has offered this quest"
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The questmaster shows you a hastily scrawled note, that reads:
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I am willing to offer any plucky adventurer 10 quest points if they bring me a
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@ -7218,7 +7198,7 @@ order to fill. I need these within 24 hours
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Thanks, Bob the Butcher, Midgaard
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The questmaster sighs.
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The questmaster says ‘A tricky quest, but it’ll cost you 5qp to back out now’
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The questmaster says "A tricky quest, but it'll cost you 5qp to back out now"
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#31
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QEDIT-COMPLETED QEDIT-ABANDONED
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@ -7232,7 +7212,7 @@ all timed quests.
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QEDIT-COMPLETION
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Just like the accept message, this is simply text that is output on the
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player’s screen when they successfully complete the quest. Prizes (quest
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player's screen when they successfully complete the quest. Prizes (quest
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points, gold coins, experience points or an object) are automatically
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announced after this text is shown, so this text does not need to have that
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information in it.
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@ -7258,7 +7238,7 @@ Quest flags: @cNOBITS@n
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Enter quest flags, 0 to quit :
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Currently, only one flag is available, the REPEATABLE flag. When you have
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finished turning this on or off, select ‘0’ (zero) to return to the main menu.
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finished turning this on or off, select "0" (zero) to return to the main menu.
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#31
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QEDIT-LEVELS
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@ -7312,12 +7292,12 @@ QEDIT-NEXT
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This is the quest vnum of next quest in a chain. When a player completes
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the current quest, the next quest will automatically be joined. This allows
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for long quests with a number of ‘steps’.
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for long quests with a number of "steps".
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#31
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QEDIT-PREREQUISITE
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This is the object vnum for a prerequisite object. The prerequisite object
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should be in the player’s inventory in order for them to be able to join the
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should be in the player's inventory in order for them to be able to join the
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quest. It is not taken from the player when the quest starts.
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#31
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QEDIT-PREVIOUS
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@ -7328,15 +7308,15 @@ completed by the player in order to join this quest.
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QEDIT-QUANTITY
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This is the number of times the player needs to repeat the quest. For
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example, it could be the number of items the player needs to find in a ‘object’
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quest of the number of mobs the player should kill in a ‘kill mob’ quest. This
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should be used with caution, however. In an object quest ‘picking up’ the same
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example, it could be the number of items the player needs to find in a "object"
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quest of the number of mobs the player should kill in a "kill mob" quest. This
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should be used with caution, however. In an object quest picking up the same
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object 20 times will also complete the quest.
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#31
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QEDIT-QUIT QEDIT-MESSAGE
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The quit message is sent to the player when they type quest leave. Players
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can lose quest points for abandoning a quest (see “Abandoned” on the next
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can lose quest points for abandoning a quest (see "Abandoned" on the next
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page), so if they lose quest points, this text really should inform them of
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that.
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#31
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@ -7365,14 +7345,14 @@ Room, Clear Room - Room VNUM
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#31
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QEDIT-TIME
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This is the number of ‘ticks’ or game hours that the player has to complete
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This is the number of 'ticks' or game hours that the player has to complete
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the quest. If this is set, then the builder should really try to do the quest
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themselves, and time how long it takes (typing ‘time’ before and after the
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attempt), and then giving at least one extra ‘tick’ for players to complete it.
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themselves, and time how long it takes (typing 'time' before and after the
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attempt), and then giving at least one extra 'tick' for players to complete it.
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#31
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QEDIT-TYPE
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There are a few different quest types. When you select option ‘7’ from the
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There are a few different quest types. When you select option '7' from the
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main menu, you will be shown a list to choose from:
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0) Object - Player needs to find a particular object.
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@ -7447,7 +7427,7 @@ Usage: quest [list | join <#> | progress | leave | history]
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quest - Show usage information for the quest command.
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quest list - Used at the questmaster to see which quests are available.
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quest join # - Used to the questmaster to join the quest listed as number ‘nn’ on quest list.
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quest join # - Used to the questmaster to join the quest listed as number 'nn' on quest list.
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quest progress - Shows the player which quest they are doing, and their quest progress.
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quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
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quest history - Shows all previously completed non-repeatable quests.
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@ -9352,7 +9332,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely
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necessary to achieve the goals of the game! If your game is made for experience
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and equipment gathering, and failure to read descriptions directly impedes this
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goal, then players will learn to read everything. If your game is made for
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exploring or role-play, most of your players probably already read them Â-
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exploring or role-play, most of your players probably already read them -
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because knowing their environment is a basic requirement of play. In any case,
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builders exist to ensure that the goals of play are supported by game
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descriptions.
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@ -9364,7 +9344,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and
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crannies to spend time socializing, and hints that point to these things
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elsewhere outside of your own zone is an excellent idea. In fact, if you
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don't wish to be building descriptions no one will read, you should employ
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special secrets Â- most especially on games where knowing one's environment
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special secrets - most especially on games where knowing one's environment
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does deeply affect a character's development. No matter what kind of zone you
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are building, keep it interesting throughout!
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@ -9387,7 +9367,7 @@ road.
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shouldn't be the sole builder of your zone. Instead, seek the assistance of
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someone who adds creative merit to your descriptions. You can do practically
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everything from plot to secrets to minutiae, even write the zone in full and
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just ask someone you know who writes well to Â'say it better' and rewrite
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just ask someone you know who writes well to 'say it better' and rewrite
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what you intended to have there all along. Novels have editors, and so
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should any zone.
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@ -9659,19 +9639,19 @@ have a point and here it is: *drum roll please*
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Building is hard work! It is a form of expression and creativity. What kind
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of areas you build generally reflects on what kind of person you are. You
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do not have to be a good speller but you do need a good dictionary/thesaurus.
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@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes
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building can be a reward in itself. Building a few areas, even a few good
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ones, does not make you an Immortal or an Imp. It takes more than building to
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be one of those and it entails even more work. Respect others and they will
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respect you. The more detailed an area the better it is. Always choose Quality
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over Quantity. Put some pride in your areas, develop a style of your own. Try
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new things keep it interesting, if you become bored with building an area take
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a break and play a mortal or do something else, don't take advantage of builder
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privileges. Treat others as you wish to be treated. One more warning I would
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give to builders before they take things personally or get insulted. Everyone
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has their own ideas on how to run a MUD, what it comes down to is whoever owns
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the MUD makes the final decision, so it does not matter how good you think your
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idea is, it may never be used if the owner does not like it. Plain and simple.
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Sometimes building can seem like a thankless job and sometimes building can be
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a reward in itself. Building a few areas, even a few good ones, does not make
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you an Immortal or an Imp. It takes more than building to be one of those and
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it entails even more work. Respect others and they will respect you. The more
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detailed an area the better it is. Always choose Quality over Quantity. Put
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some pride in your areas, develop a style of your own. Try new things keep it
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interesting, if you become bored with building an area take a break and play a
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mortal or do something else, don't take advantage of builder privileges.
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Treat others as you wish to be treated. One more warning I would give to
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builders before they take things personally or get insulted. Everyone has their
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own ideas on how to run a MUD, what it comes down to is whoever owns the MUD
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makes the final decision, so it does not matter how good you think your idea
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is, it may never be used if the owner does not like it. Plain and simple.
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You see this on every MUD. So please keep the ideas coming, but do not try to
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force them onto anyone. Be constructive, not critical about peoples ideas.
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Everyone is allowed their opinions.
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