| These are the rules for a wizard. |
| (Wird noch ueberarbeitet, am besten Olpp oder Rumata fragen, was |
| wirklich Sache ist. Aber eine grobe Richtung weisen diese "alten" |
| Regeln schon :-) |
| |
| 1. You may not help other players, even if they lost points due to |
| lost connection. They have to go to the post office and ask Lars, |
| or use bug. |
| |
| 2. Never attack a player or kill him. If a player behaves badly, file |
| the complaint to Lars. |
| |
| 3. Do not make 'deadly' trapps. 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). |
| |
| 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 looks like something it isn'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. |
| |
| 7. Try to avoid making devices, situations which makes the players loose |
| 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 loose 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 in stead etc. |
| |
| 9. If you make available some kind of restaurant that sells food that |
| heals, then the healing must cost on average 4 gp/hp (or more). The amount |
| of healing must also be limited per reset. Generating healing items for |
| free is only allowed if they heal at most 20 points, and are destructed. |
| Not more than one such item may be generated per room and reset. |
| |
| 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. It must cost at least 50 spell points |
| to use each time. |