Building
One of PernMUSH's strengths has been the quality of its building, due to the care and attention that has been taken by many players in attempting to evoke a physical sense of Pern. The guidelines in building outline the rules of building quite specifically, and must be adhered to carefully, particularly by those building a large area. All players are encouraged to read and follow these guidelines, but only areas larger than 2 rooms will be inspected to be sure the guidelines are met.
In order to obtain a building character, the leader of an IC group or area must submit a proposal to the building wizard or the wizard email list. People wanting to build special terrain areas also are welcome to submit proposals to either of the two.
To become the leader of an IC area that's not on the MUSH, you need to petition the leader council of whichever group (Hall or Hold) is appropriate. Strict quotas are enforced for all building projects; speak to the building wizard for precise details. See also quotas.
Rooms:
Room descriptions should generally be descriptions of the
actual rooms; descriptions of where the exits are should be put in
the room's success message. Note that the '+compass' global is of
some help; don't feel obligated to duplicate its functionality.
Exits:
- Every exit should have several "aliases" -- for example, instead of naming the exit "Joe's Room", name it "Joe's Room;joes room;joe;j;jr". Cardinal directions such as "North" and "southwest" must offer aliases such as "n" and "sw"; "up" and "down" must also provide "u" and "d". In addition, the capital letters of the exits should be a valid exit alias. (Ie. Kitchen Courtyard should have "kc" as an alias.) Remember that your area should be easy to get around in. Try to avoid using 'h', 'i', or 'l' as aliases, as they are commonly-used MUSH commands. Name that ledge exit "LEdge;le;west;w" rather than "Ledge;l;west;w".
- Every room should have an "out" exit, which should lead towards the main entrance, unless there's a very good reason for it not to. Just add `out;o' to the name of one of your exits. It's nice to add such things as 'exit;back;leave;return', as well.
- All true exits should have a succ message, osucc message, and an odrop message. Except in obvious circumstances, these are requirements for passing inspections (see below). Ideally, all exits should also have descriptions.
- Maps should make logical sense. If you go east to get into a room, you should be able to go west to get out of it. Back linking (having exits back where you came from) is encouraged for all exits.
General:
- Proofread your work. Use the
@edit command to clear up any errors. (`help @edit') Use +check and +compass to help check your building.
- If you are building an area described in the Atlas of Pern by Karen Wynn Fonstad, you should follow the descriptions and maps given there as closely as possible. (The most important building guideline we have is that your area be easily travelled; the second is that it be as close to the Atlas as possible.)
- Use of a builder character is mandatory for any building over the personal quota of 2 rooms. These are given out by the building wizard.
- Before building larger areas, you must obtain a building contract from the building wizard, and return it.
- Do not open your Hall/Weyr/Hold until the building wizard okays you and links you in. This means no sky linking, no terrain linking, no residents, and no sky access.
Be assured that the above requirements are necessary to pass
inspection. To submit for inspection: +bbpost/inspect
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