Hey guys! :hz: Looking back through the old threads, it doesn't look like we ever had a solid plan for where the MUD was headed (at least, beyond the world map layout in YWoT). IMO the biggest roadblock for us getting this off the ground has been a lack of preliminary planning. This is what I'd like to see before we take this a step further, both to avoid confusion/conflicts and to ensure continuity across the entire game: 1. Solid backstory/plot. I know we've envisioned this as "the story behind Ogre Wars" but it hasn't really progressed much beyond that basic concept. Also, we should probably figure out if this is going to be a plot-based game where players complete objectives in order to progress through a story or if it'll be more open. 2. More detailed map layouts. The main square/central city area is laid out well, but we should block out paths, zones, secret passages, rooms, etc. It's a pain in the butt, but when I was working on the old OgreMUSH I found it really, really helpful to have a map of which rooms link to which, how many rooms a certain path is, conditions on each room's exits (password, key, etc.) and any other important details pertaining to each room. We don't necessarily have to draw up every room together; however, we should at least plan out what we're going to do and confer before we actually build the zones just so that we know what everyone else is doing. 3. NPC "templates" - a standard procedure for creating a NPC and universal commands/processes for interacting with them. In OgreMUSH I scripted conversations between the player and each NPC, providing keywords so that the player could hold a "conversation" with the NPC. For example, let's say that you use a command, "TALK," to initiate a conversation with George the bartender NPC and he says, "It looks like it's going to rain tomorrow." One of the player responses could be "What? How do you know that?" In this case, I'd probably use the keyword "WHAT" to allow the player to choose that line. I'm terrible at explaining things like this. I think some of my old NPCs in OgreMUSH still work, so if that game is still up maybe we could use them as a jumping-off point. 4. Standard items with universal stats that can be bought in any item shop, preferably, like in your typical RPG. We should come up with a list of basic potions, armor, weapons, etc., keeping their stats and prices constant across the board so we have continuity across the zones. This could also avoid redundant/duplicate items. Also, we should probably keep a running list of all items we create and their stats so we have a reference sheet for debugging/administrative/building/editing purposes. 5. Structured combat, if it's not implemented already. Will we allow PvP everywhere, or just in certain battleground zones? 6. Master stat sheets for monsters/fightable NPCs so we can balance them, adjust their item drops, etc. 7. Some way of communication between whoever's working on this project, whether it be on the GO site or something else, so we're all on the same page, don't end up hindering each others' work, and can make this a great, cohesive MUD. I know my activity has been anything but reliable lately, but I'll do all I can to get this thing up and running smoothly. It'll be awesome to finally see this thing through after two long years of work.