Wizard Rules
NAME
longwizrules
DESCRIPTION
Additional rules for wizards on VikingMUD, the long version.
The rules must not be taken too literally; they are not perfectly
formulated. Remember that normal rules apply to wizards too
("help rules"), except for the part about "robots" -- just don't
send too many commands at once, please.
First of all, as with the normal rules, it is important to use
common sense. If there is anything that seems even the slightest
bit unclear, contact an arch wizard or an admin, preferably
someone in the Law team for interference, QC for coding/testing,
mudlib for coding technicalities.
If an arch fails to respond within a few seconds, don't despair!
Wait for a few minutes. Many of the arch wizards spend their
spare minutes at work by being active on the MUD, and when
actually working IRL, they may take some time to respond.
Arch wizards are not strictly bound by these rules.
1. Interference
A wizard is no longer a part of the mortal game. S/he/it may
never interfere -- directly or indirectly -- with the normal flow
of the game. The exception is of course adding features to the
game (see point 2). This also means that you may not use your
wizard for _any_ mortal character's benefit.
It is not allowed for a wizard to walk around in areas they
haven't got read or write access to ("help grant" for other
wizards' directories), unless that area is the guild area (guilds
may have internal rules about this, please respect them), or the
backbone area (anything found in the directory /room/), or
permission is granted from an arch or the maintainer of the area
in question. If the wizard has read or write access to an area,
it is assumed that the wizard _knows_ what s/he/it is doing, and
that it won't interfere with the gameplay.
See "help interference" for more examples and different wording.
2. Adding features to the game
A wizard may not let objects into the mortals' game without
having it approved by QC (Quality Control). The command "help
arches" will tell you who these people are. This includes
"testing" an item or an object.
Coding things that otherwise help players without the approval of
QC is likewise illegal.
3. Test characters
If you have a test character, make sure it is registered in
/room/admin_room. A test character may not be a wizard, but
is regarded as one as far as rules go. The rule about
multiplaying from "help rules" does not apply for a testcharacter
when logged in at the same time as the wizard it belongs to (but
only then).
4. Privacy
Wizards should respect other players' privacy. Checking other
players' inventory, entering other players' and wizards'
inventory, and so on may not occur unless the player/wizard in
question approves, or a bug is suspected, and there are no arch
wizards present to deal with the situation.
5. Code
Be careful with what you code.
Certain kinds of code may cause the MUD to freeze or crash.
When coding commands and objects of your own, do not code objects
with the aim of getting accesses and privileges you normally don't
have.
Also be careful about meddling with other player objects. Severe
cases may result in an action from Law.
6. Disk usage
Your directory is not very personal. This means that you should
not place things you consider confidential there. Also, it's not
your private storage space. Don't waste disk space on non-MUD
related files, as that would occupy space Viking needs for other
purposes. Non-MUD related files, such as large tar/arj/zip
archives, pictures etc., may be deleted without notice before the
space is needed by an arch wizard.
7. Multiplaying
Wizards are also bound by the rules for multiplaying. The exception
is wizards of level 36 or above. These wizards have proven
themselves as developers and are allowed to have mortal characters
logged in to the game.
Wizards not following the above rules may be demoted, shut out from
the game for a certain time, banished or have their site locked out,
depending on the severity of their actions. Any other means seem fit
may also be used.
Use your wizardhood wisely. It is a privilege, not a right.
SEE ALSO:
interference, law, rules, wizrules
Interference
NAME
interference
DESCRIPTION
"What the heck do you mean by game interference?"
Well, the best way to make people understand what we mean is probably
to give a few examples:
1. Don't patch mortals. (To patch means to modify their stats or other
attributes, such as money and experience.)
2. A wizard may help a mortal who's stuck due to a bug by teleporting
the mortal out of there, but not restore the mortal's lost stats
etc. That's left to the arches. But make sure that it really is a
bug, and not a game feature! If you are not sure, ask an arch or
the creator/maintainer of that area, and don't do anything unless
you don't get a response in ten minutes or so.
3. Don't walk around in open areas (other than those you have
read/write access to, _if_ you _know_ that it won't disrupt the
game). This might trigger things in the area you don't know about.
This doesn't apply for the "backbone" area (Larstown, eastroad,
rooms found in /room/.). Use the "creator" command to find out;
"backbone" should read "Your delicate mind senses that this is a
part of Odin's original creation.".
4. Don't clone (fresh, load, patch, updir, whatever) anything from an
open area of the game without the explicit permission from the
creator and/or maintainer of that area. Also don't attempt loading
or accessing any objects in open areas without said permission.
5. Don't generate misleading messages, such as "Connection closed by
foreign host.", "You die.", "Dios approaches you with murder in his
eyes." , or set titles/pretitles making you appear to be something
you're not.
SEE ALSO
archrules, rules, wizrules
Last update: 2024-12-06 07:21 UTC
Updated by: <webmaster <-> vikingmud.org>