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CTROOM_TIPS

This is a list of tips on how NOT to have your rooms denied. Please read
it carefully, more than once if necessary. It contains some of the rules
and pointers to building. The rules are listed in CTROOM_RULES but
these are more explanatory.


Help to Begin a Description:

It is required that a description be a minimum of three sentences and/or
four lines. Do not try to get around this by using sentences that are only
a few words. Be descriptive in what you are writing about. Tell the reader
of the description what is in the room, or what the mob looks like.

Before you start building a room, know what rooms will be surrounding it.
Mentioning what is in the room, but in a particular direction, may
increase a feel of the 'in between' room impression. Each room should
slightly tie into the neighboring rooms.

Example: If you are going from a path into a house, mentioning the outside
of the house while on the path would give more of a general description of
what is seen in the area.

You should try not to use words like 'to the east' or 'in the west' very
often. It may cause too many repetitive sentences and a slight dullness to
a description. Using words like 'back', 'forward', 'ahead' and 'behind'
should not be used. There is no telling which direction the player came
from.

Wrong Example: Going back the other way.

Also, avoid phrases like "You can go north, east and west from here" or
"The only obvious exits are up and down." Autoexits and the EXITS command
already inform players of obvious exits. Describe what is seen in each
direction instead of merely stating that the exits are there.

When beginning a mob or room, get a feel of what you would like the
readers to see and feel about the room. If you want them to get the sense
that there was sadness and death in the room, write about bloody objects,
shattered bones, etc; make it dark. Make the mobs in the room have tears
on their cheeks or a facial expression of pain. If you want them to get a
sense of peace, make the description lighter. Pretty pictures and
paintings, colors, and flowers can accomplish this. Use items and objects
in the room to portray how you wish the reader to feel, but do not tell
them how to feel. What the mob is wearing, or the facial expressions it
has can tell a story on its own.

Sounds are usually a bad idea, unless it is vague and coming from a
distance or something that can be explained to be there ALL of the time.
For instance, a church can have chimes playing or there can be screeching
from an unknown source in a distance. Using a sound that only comes at
parts of the day, such as vendors shouting out or children playing, is a
bad idea.

Try not to use "here" at the end of sentences unless it is necessary. For
example: "A-small bush is growing out of the ground here." We know it is
here because we are in the room with it. It looks better without the
"here" tacked on the end.

Avoid being redundant when writing descriptions. If you use a lot of the
same words, try to think of synonyms or phrases to say things a different
way. When in doubt, use a thesaurus or the web for help.

In general, be VERY careful of your grammar usage and wording. We are
critical when we proof these rooms. If you are unsure, and you have read
help GRAMMAR_INDEX, e-mail realestate@medievia.com or change it to
something you are sure of.

See Also: CTB_INDEX CTB_ROOM CTROOM_RULES