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PostPosted: Thu Jul 14, 2005 6:41 am 
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Joined: Fri Oct 18, 2002 12:17 pm
Posts: 492
own! wrote:
What I don't understand is why people break their RP all the time to talk to animated NPCs that their characters wouldn't give the time of day to.

Last time some imm animated a NPC for me, I snubbed the hell out of him.


Er. Because obviously the NPC actually does something to catch your character's attention. If I bow my character's head back to those who greet him first, I think it's perfectly fine to respond to animated NPCs with as much interest as they show me.

If your character is a snob, own, that's a different story and a valid reason to ignore everyone. :)


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PostPosted: Thu Jul 14, 2005 6:48 am 
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Joined: Fri May 27, 2005 7:27 pm
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Location: Deep in the Heart of Texas
And, you never know if an IMM is peeking in or not, don't want to tick 'em off. Or maybe you just enjoy ticking off everyone? :wink:


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PostPosted: Thu Jul 14, 2005 7:06 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
own! wrote:
What I don't understand is why people break their RP all the time to talk to animated NPCs that their characters wouldn't give the time of day to.

Last time some imm animated a NPC for me, I snubbed the hell out of him.


I have given rewards based off this exact kind of instance. If your character chooses not to acknowledge the NPC in question, and it is fitting RP, it is a great example of staying IC. (even when you know there is an Immortal behind the NPC)

Achernar


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PostPosted: Thu Jul 14, 2005 8:11 am 
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I remember some Harlie RPing with Mahl. Since my pallie detected aura and found no evil, he found little harm in letting the little helpless one stay inside the Peacekeepers HQ. :D

I don't remember who the shapeshifter was, but this is a good example of NPCs actually not being IMM-animated and still causing a lot of fun for everyone involved. Polymorphed sorcerers rock too.


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PostPosted: Thu Jul 14, 2005 9:26 am 
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Location: Deep in the Heart of Texas
I was surprised and a little worried when I first ran into an out-of-place NPC in the Nerina Caverns, a non-descript human male sweeping away everything like a madman. Couldn't figure out at first what he was doing there and why he wouldn't speak to me. :oops:

Then I ran into a Nerina shopkeeper, a Teronian trainer, etc. and figured out personal gates were transporting NPCs along with PCs. Are there any etiquette rules about personal gates? Just curious. :-?


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PostPosted: Sun Jul 17, 2005 1:38 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 873
Location: Missouri
own! wrote:
They're not allowed to show up as much as they did in the good old days, sadly.


?

To my knowledge, there is no such rule, unless by "old days" you are referring to some time pre-2000, before I (first) became an imm. The rules on imm-mort interaction is that an imm shouldn't appear as him/herself willy-nilly, thus reducing the "specialness" of the event, but there is no rule that specificially states, "thou shalt only appear in front of a player once every six months" or some such.

Most time, imms don't appear before players 'cause they don't want to, not 'cause they're made not to. Happily, some of the newer imms are still un-jaded enough that they'll spend time interacting with players. Don't look at me, though--I'm a burnt cynic.


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PostPosted: Sun Jul 17, 2005 1:43 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Someone earlier in this thread mentioned my "manifesto." I'll go ahead and post it on this thread for curiosity's sake.

What this is is basically the set form I send to each person who wants to help me with building an area. The first part is my rules for building, the second part the format for sending me submissions.

I'll emphasize what I state in the beginning: There are many fine areas on SK that violate all sorts of these rules. There are areas built by Sargas/Tatali0n that would not fit in my rules, yet are among the best areas SK has. These were simply rules that worked well when taking submissions from builders who didn't know what their fellow builders were doing, and that matched my own building style.




-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These are my own persnickety rules. There are many fine areas on SK that violate all sorts of these rules. All well and good. These are simply the rules that I’m going to insist upon for any area whose construction I oversee.

PART 1: THE MANIFESTO

OVERALL RULES
1. Be imaginative! You can follow all the rest of these rules to the letter and still make a sucky desc. Be creative, be interesting. Write each description as if THIS description will be the one you will be judged on, the one which the entire area will be judged on. Write quality descriptions!
2. Every desc should be at least five lines long and no more than seven. Any less it makes the builder look lazy or hurried; any more makes the builder look pretentious or long-winded. (Generally, it should be five to seven lines on a Word document, not just on an SK screen. Five to seven sentences/clauses of description is a good rule of thumb.)
3. An old cliché for good writing that is still great advice: Show, don’t tell. Don’t say “this is a dead place”—state something like “a black pall hangs over the dead-brown grass, and even the lichen has died and is flaking off the tombstones.” Show me how it is a dead place rather than tell me it is a dead place.
4. Using the five senses makes for good descriptions: smell, touch, taste, sight, sound. Even when describing a NPC or an object.
5. No color codes ($). I’ll add these myself later. If you have suggestions for colors within the desc, I’ll make a note of it.
6. Don’t worry about adding in hard returns ($*) or formatting. Just write out the descs and I’ll do the formatting.
7. Send your docs to me as either rich text file attachments, MSWord attachments, or within the body of your e-mail.
8. Don’t use “you,” the second person. If you have to refer to the reader of the text, use “one,” the third person, and a qualifier. So, rather than: “You look down into the city and see…” you’d state “Looking down into the city, one can see…”
9. Avoid assumptive knowledge! Describe just what the player can see.
10. Don’t assume the player reading the desc is a humanoid (“You walk up to the gate…” What about those, like griffons, who fly?). Make a description that does not assume a set racial background (or gender) from its readers.
11. No spelling errors. Run spellcheck on everything you do. A spelling error = sloppy attitude = no acceptance of work.

ROOM DESCS

1. Every physical object mentioned or implied in the room descs should have an extended desc. (What I mean by an extended desc is when you can type “look wall” and see an additional description about the wall.) If it is important enough to mention in the room desc, it is important enough to have an extended desc!

Here is an example of what I mean from Craeftilin.

Constant Companions and Faithful Friends
This shop is filled with steel cages and the smell of wet furry
creatures. There are scratch marks everywhere. Loose bits of fur
glow in the air as the light catches them.
A polished wooden counter figures prominently in the middle of the
room. Above the counter is a sign.

In this example, we have extended descs for: light bits fur glow air scratch marks cages steel sign above counter

Light, bits, air, fur, glow--
Hm, almost as if small water-loving mammals were getting into fights with each other.
Scratch, Marks--
The kind of scratch marks left by a small water-loving mammal.
Cages, steel--
The cages look well-kept and humane.
Sign, Above--
A picture of a stubby gnome wagging his finger at a human woman with a
ferret in her arms. The sign glimmers, and the figures move! The woman
is crying hysterically while the gnome's lips move to form the phrase,
"Absolutely no returns!"
counter--
It is just the right size for a gnome merchant to sell from.

Notice that these extra descs do not need to be 5-7 lines long—just a line or two is fine. And many of them can repeat. This stuff is the gravy, not the meat, of the description.

This also means you should be more sparing in your room descs. What I mean is, rather than saying, “a gold chandelier of a dwarven design, bedecked with small semi-precious jewels, hangs from the ceiling” in your room desc, you’d state, “a chandelier hangs from the ceiling” and then when a player would type “look chandelier,” you could then state: “This gold chandelier is of a dwarven design, bedecked with small semi-precious jewels.”

You can even take it a step further, if you’d like, adding something for “look jewels.” Naturally, you could take this too far, but at least every physical object in a room desc should have additional description in the extended desc.


2. Do NOT mention NPCs or perpetual activity within the room desc. Do not mention in the room desc spiders crawling about, gulls cawing, or birds chirping. If we want those things, we can add them as NPCs or script echoes. As well, do not assume a time of day. “The market is noisy with shouting and gesticulating shopkeepers” is poor not only because it mentions NPCs (shopkeepers) but because it also assumes that the market is always open and always crowded and the shopkeepers are always shouting. If we want shouting and gesticulating shopkeepers, we can make them scripted NPCs.

3. No two rooms should be exactly alike. Even roads. While the first half of a room desc may be the same as another room’s, the second half should have some variety.

Notice these two rooms:
Laeranedor Avenue
A wide, stately avenue of polished marble-and-obsidian S-shaped tiles
moves north and south. The air holds the faint scent of burning wax
candles and moisture. High above, lower Craeftilin's bowl-like ceiling
slopes up from the north to an apex over the square to the south.
A colossal boulder of green limestone nearly blocks off the avenue. A
black pyramid rises up from the west.

Laeranedor Avenue
A wide, stately avenue of polished marble-and-obsidian S-shaped tiles
moves north and south. The air holds the faint scent of burning wax
candles and moisture. High above, lower Craeftilin's bowl-like ceiling
slopes up from the north to an apex over the square to the south.
There is a door to the east to a squat building of green limestone. A
black pyramid rises up from the west.

While the first half is identical, there is a difference in the second part—a slight difference, but a difference. There should always be at least something different. If there isn’t, then there isn’t a purpose for the room. Even houses built the exact same way by the exact same persons will have something different—a different odor, perhaps, or more/less clutter.

4. Create each room as if it is the first room in the area a player has ever seen. Use the “teleport” principle: describe each room as if someone just popped in there by a random teleport (or at least the way tp used to work). That is, don’t say “these walls are wider than elsewhere in the cave” or that “The ground is no longer muddy here.” Why not? Because you assume that the player has gone through the area in a certain way or you assume that the player is already familiar with other parts of the area—assumptions you can’t and shouldn’t make.



NPC DESC
1. Using qualifiers for describing things like the way a NPC moves, talks, or what its eyes look like. That is, use if/when modifiers. “If your gaze meets his…” “When she speaks, it is with…” In other words, use if/when to describe all things that assume activity.
2. Don’t describe temporary conditions (wounded, dirty, wet) in either the long description (the “adjective” part) or the description. No clothing or armor within the description itself. You can mention hairstyles/feather-styles and on occasion a scar or tattoo, but nothing that could change overnight.
3. Again, don’t create assumptive knowledge. I don’t want people to look at the NPC and somehow know that “Jack is the devious uncle to the king, working to overthrow the rightful monarch.” How would you know that just by looking at him? Keep descriptions purely physical—as if describing someone completely unfamiliar to you after observing them for only a few moments. Cultural histories and intrigue can be created through scripted NPCs and through books.
4. No two NPCs should look exactly alike. There may be multiples of the same NPC, of course, but no two sets of the same type of NPC should look alike. Two elderly griffons can look radically different.
5. While you may suggest them, don’t baldly state personality or other abstractions. “He is a paranoid man” is no good. “When he thinks no one is watching, he constantly looks over his shoulder” is fine.
6. Finish all long descs with “is here.” Like, “A black-winged griffon is here,” or “A sharp-beaked griffon is here.” Yes, I know that many areas in SK have fun or descriptive long descs—“A unicorn grazes in the grass,” or “A waitress hurriedly serves pitchers of beer to customers”—but I don’t want those kinds of long descs. NPCs can always move out or be moved out of their pre-planned place, and once again, it is an assumption to think that the NPC will be continually doing something or be continually in one place. So, just stick to “is here.”

OBJECT DESCs
1. Use lower case for the beginning of short descs, capitalized first letters for long descs.
2. Long and short descs should not be identical. The short—“a gold griffon crossbow marked with runes”—should not also be, in its long form, “A golden griffon crossbow marked with runes lies here.” It should be something markedly different: “A curious contraption lies here.”
3. All long descs should end with “lies here.” See my notes on “is here” for NPCs for an explanation.
4. All objects should have descriptions. This may sound obvious, but many areas have objects without descriptions. For this area, we want all objects to have descriptions.
5. All objects over level 20 or so (limited items) should also have a lore description.

PART 2: FORMAT FOR SUBMITTING DESCRIPTIONS

There are, basically, three kinds of things I’ll be asking you to work on: rooms, NPCs, or objects. You’ll notice in the second part of this document formats for submitting these three things. Copy/paste the format for whatever you’re working on into a new doc and fill them in.
Note especially when I use CAPITAL letters at the beginning of a line and when I use lower-case letters at the beginning. Notes in brackets [] are for your information only and not essential for the submission format.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1. [Rooms—use this pattern.]
Room 1 [Assign each room you make a number or letter]
Constant Companions and Faithful Friends
This shop is filled with steel cages and the smell of wet furry
creatures. There are scratch marks everywhere. Loose bits of fur
glow in the air as the light catches them.
A polished wooden counter figures prominently in the middle of the
room. Above the counter is a sign.

Extended Descs: [Every physical object described or suggested in the room desc]
ed add Light bits air fur glow
Hm, almost as if small water-loving mammals were getting into fights with each other.

ed add scratch marks
The kind of scratch marks left by a small water-loving mammal.

ed add cages steel
The cages look well-kept and humane.

ed add signs above
A picture of a stubby gnome wagging his finger at a human woman with a
ferret in her arms. The sign glimmers, and the figures move! The woman
is crying hysterically while the gnome's lips move to form the phrase,
"Absolutely no returns!"

ed add counter
It is just the right size for a gnome merchant to sell from.

Connections: Room 1 connects to the north to Room 2 and to the southwest to Room 3. There is a secret entrance down to Room 7. [Tell me how this room connects to other rooms. If you are not certain, just say so--no problem.]

Additional notes [optional]: I think this room should be no-magic and accessible only to those who can fly.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

2. [NPCs—use this pattern]
a black-winged male griffon
A black-winged male griffon is here.
A young griffon of some 10 years. When he moves, this male
with hawk-like eyes flicks his tail often in a testy and
tense matter, scanning his surrounding carefully. His pelt
is glossy and healthy, and his blue-black feathers shine in light.

Additional notes [optional]: I see this fellow as a guard with haste, perhaps holding a polearm of some kind.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


3. [Objects—use this pattern]
a gold griffon mace marked with runes
A wicked-looking weapon lies here.
This griffon-designed mace looks like it could cleave a grown human in two. Heavy and ponderous…[fill in the rest of the description]

gold griffon flail marked runes wicked-looking weapon [enter every keyword for the object here]


Additional notes [optional]: Griffon-only. Also, if you look at the runes, it says: “These runes can only be deciphered by one learned in lore.”

Lore [all objects that you expect to be over level 20 (that is, limited) should have lore]: “The runes, an ancient variety of the Imperial language, read: ‘For Freewing Deltin, Hunter of the Year, 612 TA’.”


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PostPosted: Thu Jul 21, 2005 1:43 pm 
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Joined: Sun Jul 10, 2005 8:55 am
Posts: 106
Wow -Immortals that have come to me.

First one was Khore, whom which brought me to Yopp and Khores hideout, this is when I played Peso, and I chilled with him a few times doing this, Yopparai showed up a few times too, just to have a good laugh at Peso :(.

Second would be Nightfall, when he came in and backstabbed me, and walked away laughing when it killed my poor Peso..

Third would be when I played Peso aswell, when Dulrik appeared in the Center Square of Exile during a City Raid, and he made them flee, because all there was in the city was n00bs :(.

Fourth was also with Peso, when Yizashi appeared before him and Presto and showed Presto a new trick (Peso hated Presto every since)

The Fifth time I had IMM interaction was with Zynor when his minions killed my n00bie swashbuckler and he rezzed me and apologized.

The Sixth Imm encounter I had was with Reina for Mplaying :o I didnt know it was Mplaying! Who read helpfiles!

The Seventh was the same as the Sixth :(

The next time I had an IMM come to me, was for Mira, with my character Paso :) Good thing about this was, I was the one that created Mira's body out of the elements, I interacted alot with the First Mira, and the religion r00led u. Now its just full of n00bs that just dont do [REDACTED]

The Tenth time I had an Immortal interaction was when Brayarc was sitting in the Druids HQ, and Sadal or Mira appeared out of nowhere and attacked me, (I ownt [REDACTED] on them but couldnt kill them because of Gold aura) In the instance, Ain appeared and helped me out, and they took their battle to the outer realms when the imm that attacked realized that I was just 2 1337 :wink:

The Eleventh immortal interaction I have had was with Dabi in this whole "end of world" ordeal, I ownt Dabi's face too.


A random one was when I played Daaja, and Yopparai and Khore battled for control of the Elements. It was fun, but [REDACTED].

The Twelth time an Immortal came to me, was to name Frollith HF of his faith.

Another time is when I played Lorther, and I was owning alot of people and a god of the light came down and called me a Champion of the Light (go grey aura giant merc!)

Another time which I enjoy alot is when I played Febriwyn, and an Imm was testing a certain spell that was alot of spells in one, and only flamestrike hit him for 1 dmg :(

Thats about all that I can remember


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PostPosted: Thu Jul 21, 2005 2:40 pm 
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Mortal

Joined: Sat Mar 06, 2004 7:10 pm
Posts: 2577
Location: Boston, USA
SK Character: Sorel
peso: think of sarbaryn? Strelthix? Frostfang? *coughs* I recall you asking me to disarm the dragon. :roll:


Last edited by Adder on Thu Jul 21, 2005 3:55 pm, edited 1 time in total.

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PostPosted: Thu Jul 21, 2005 3:45 pm 
Yeah Wert, I'm talking about before you became imm.

As a side note, was it that long ago? :-?


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