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Old 04-19-2002, 10:13 AM   #1
Neranz Laverani
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If any of you have read the Tuatha De Danaan article in the Mud Companion Magazine #3, I would like to know if the article's concept is helpful. I am definitely writing part 2 of the Tuatha De Danaan. Though I would like to know if the concept has merit before I embark on any other such articles.

Thank you,
Neranz Laverani, Seeker of Knowledge
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Old 04-20-2002, 03:07 PM   #2
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Could we get a link to it?  I'm not familiar with the mud companion.

[Edit]: oh, or is this a print magazine? In that case, what is it, what'll it cost me, and is it cool?
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Old 04-20-2002, 04:25 PM   #3
Neranz Laverani
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The details of the magazine, to include subscription prices, can be found at the Mud Companion Magazine website. I couldn't really say whther it is cool or not because I am biased.

Perhaps I would be better off explaining the premise of the Tuatha De Danaan articles and asking about the concept in general. I was hoping to get some feedback on the article itself, but right now I need feedback on the premise more. I have called the style of articles Scenarios.

Scenarios
Scenarios provide details builders can use as a framework to create areas. At the very least, a Scenario should have a section devoted to the introduction and one section devoted to setup details.

The introduction tells the story of the area. The purpose of the introduction is to help a prospective builder visualize the area. Use the introduction to try and capture the builder's imagination.

The setup describes the number of areas needed, the statistics that the scenario is based upon, and any other information that might be helpful in setting up the scenario.

If the scenario is comprised of multiple, linked areas, a section could be dedicated to each area. Area sections may include narratives and/or statistics concerning the area's rooms, objects, and mobiles. This is the meat of the area where the most details are found.
_

Thoughts? I like the idea myself and hope others will like it enough to submit scenarios of their own. I would like to know what the rest of you think about the premise of scenarios.

Thanks a lot,
Neranz Laverani, Seeker of Knowledge
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Old 04-21-2002, 02:37 PM   #4
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I think it's a cool idea. A given scenario might not be something that could be implemented in a mud, but if nothing else, a builder could get some ideas from the backstory and other atmospheric components of the scenario.
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Old 04-21-2002, 04:41 PM   #5
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Smile

When I build an area, I usually have a general theme (in line with the mud theme) that I work with and I break my area into several zones within it. I find I by doing that I can create a story of the area better by breaking it down.

If you need me to, I can send you an area description and break down of the zones that I recently completed.
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Old 04-22-2002, 09:05 AM   #6
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I think that's a great concept!

I know, personally, I'm more of the coder type, and always have issues with the creative side of the entire building process. I think, at the very least, scenarios can help stoke builders imaginations; even if they don't take you scenario exactly, perhaps it gives their creative juices that extra bump it needs to come up with their next great area.


-Acer
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Old 04-22-2002, 12:29 PM   #7
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I you mean that when builders are assigned zones to build, they have a scenario that the land is thrown into, I think its a great idea. We have such a scenario in our mud, but I never thought of it like this. We have th dwarves in one zone, the orcs in the other, and they fight to the death in between. Its rather interesting to think of what the orcs or dwarves would have done in their castles (or cave) that was influenced by the fight with the enemy. For example, we included prisons in both sides, holding chained orcs and dwarves, and hordes of treasure, and when the zones are complete, we plan to have an area where orcs and dwarves spawn to fight each other separate of the player's influence.

Things like this not only provide ideas for a zone, but also give it a degree of separation, a character of its own. The player is able to run around and meddle with the ongoing fight, for example save a dwarf by droppin an iron chain onto an orc which is about him, or helping the orcs by running through the castle and killing dwarves on sight. In a regular dwarf castle, or orc cave, the player simply finds and kills, and with a scenario, the player can get involved in a storyline, at least to some degree.
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Old 04-23-2002, 11:19 PM   #8
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As a builder in other type muds, but also as someone who has an EXTREME interest in all celtic liftestyles, if you are going to go just Tuatha De Denaan there is much that was incorporated before and after those legends. I build what needs be build as I have the descriptive ability but I'm also someone who hates to build on something I already know very intimately. That's my problem.

I'd love to see something like this. Or for someone to direct me to something that may be like it. I'm not going to explain my resons as it doesn't to me in this form, but I hope you have luck!

Eliot
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Old 04-24-2002, 01:22 PM   #9
Neranz Laverani
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Due to the diversity of the myths available, two different people could have very different ideas on what is doing justice to the Tuatha De Danaan. If you throw in the fact that the Tuatha were a real people that these myths sprang from, the gap of what is doing justice gets even wider. The history and mythology of the Tuatha suffered greatly by Christians who sought to Christianize the past and the myths.

If after reading my articles, you feel that I have not done justice to the Tuatha, I freely invite you to submit scenarios or articles of your own on them. It can only benefit builders to have a more diverse view. Heck you can even work on the assumption that I flubbed it up and submit articles or scenarios on the Tuatha without reading mine.

Neranz Laverani, Seeker of Knowledge
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