MG Mud User | 88f1247 | 2016-06-24 23:31:02 +0200 | [diff] [blame^] | 1 | These are the rules for a wizard. |
| 2 | (Wird noch ueberarbeitet, am besten Olpp oder Rumata fragen, was |
| 3 | wirklich Sache ist. Aber eine grobe Richtung weisen diese "alten" |
| 4 | Regeln schon :-) |
| 5 | |
| 6 | 1. You may not help other players, even if they lost points due to |
| 7 | lost connection. They have to go to the post office and ask Lars, |
| 8 | or use bug. |
| 9 | |
| 10 | 2. Never attack a player or kill him. If a player behaves badly, file |
| 11 | the complaint to Lars. |
| 12 | |
| 13 | 3. Do not make 'deadly' trapps. A player must never die because he didn't |
| 14 | know what happens in the next room. If some room is very dangerous, |
| 15 | make some hint (like the giant footprints beside the giant lair). |
| 16 | |
| 17 | 4. Never initialize the destination of an object outside your castle. If you |
| 18 | make a monster that can walk out of the castle, be sure that it is a |
| 19 | very nice monster. |
| 20 | |
| 21 | 5. Never generate messages that looks like something it isn't (good and precise |
| 22 | rule :-). That is, don't try to fool the player that someone says something |
| 23 | when it isn't true etc. |
| 24 | |
| 25 | 6. If you have a "test" character, make sure is isn't seen in the top score |
| 26 | list. He must no be wizard either. |
| 27 | |
| 28 | 7. Try to avoid making devices, situations which makes the players loose |
| 29 | experience if they are adventuring or examining objects. Players should be |
| 30 | rewarded for adventuring and discovering things. If they get killed... |
| 31 | Well, they will then loose some experience, but this is a special case! |
| 32 | |
| 33 | 8. The game is supposed to be in the "long distant past", and thus no |
| 34 | modern things should exist. If you want some kind of airplane, use a |
| 35 | flying horse in stead etc. |
| 36 | |
| 37 | 9. If you make available some kind of restaurant that sells food that |
| 38 | heals, then the healing must cost on average 4 gp/hp (or more). The amount |
| 39 | of healing must also be limited per reset. Generating healing items for |
| 40 | free is only allowed if they heal at most 20 points, and are destructed. |
| 41 | Not more than one such item may be generated per room and reset. |
| 42 | |
| 43 | 10.Teleporting items should be VERY restricted, and very rare. They must |
| 44 | not allow teleportations to anywhere, but only to one or more predefined |
| 45 | room. Never to a specific player. It must cost at least 50 spell points |
| 46 | to use each time. |