Resources

100 Immortals resources for MUD players

This resource provides a technical and social framework for managing MUD staff hierarchies, moderation workflows, and content creation pipelines. It focuses on maintaining player trust through transparent administration and efficient use of immortal command sets.

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Staff Hierarchy and Role Definitions

  1. 1

    Helper/Guide (Level 51-52)

    beginnerstandard

    The entry-level staff role focused on answering newbie questions and monitoring public channels without access to destructive commands.

  2. 2

    Apprentice Builder

    beginnermedium

    Trial role with restricted VNUM ranges; tasks include room description writing and basic mob placement under the supervision of a Senior Builder.

  3. 3

    Full Builder

    intermediatehigh

    Granted independent access to OLC (Online Creation) for assigned zones, including the ability to write basic mob and room triggers.

  4. 4

    Quest Master

    intermediatemedium

    Specialized role with permissions to load temporary objects, echo messages to rooms, and manage dynamic world events.

  5. 5

    Junior Moderator

    intermediatestandard

    Responsible for enforcing the Code of Conduct via 'mute', 'jail', or 'kick' commands; requires logging all disciplinary actions.

  6. 6

    Senior Immortal

    advancedhigh

    Oversees a specific department (e.g., Balance, Lore, or Building) and acts as the final arbiter for player appeals in that domain.

  7. 7

    Coder/Developer

    advancedhigh

    Focuses on the engine (C/C++/Python/LPC) rather than world content; manages hot-reloads and bug fixes in the live environment.

  8. 8

    Implementor (Imp)

    advancedhigh

    The highest tier with full root access to the server, codebase, and database; manages staff appointments and server costs.

  9. 9

    Balance Lead

    advancedmedium

    Analytical role dedicated to reviewing equipment stats, mob difficulty curves, and class parity using automated log analysis.

  10. 10

    Lore Master

    intermediatestandard

    Ensures all new area submissions, item names, and quest scripts adhere to the established world-building and narrative guidelines.

Moderation and Accountability Frameworks

  1. 1

    Automated Command Logging (Snoop/Log)

    intermediatehigh

    Configuring the MUD engine to log all immortal commands to a secure file or SQL table for audit by higher-ranking staff.

  2. 2

    Discipline Matrix

    beginnermedium

    A standardized document mapping specific infractions (e.g., multi-playing, botting) to specific durations of mutes, freezes, or bans.

  3. 3

    The 'Invis' Protocol

    beginnerstandard

    Rules governing when staff should be 'wizinvis' (invisible to players) to observe gameplay without causing 'staff-presence' behavior shifts.

  4. 4

    Conflict of Interest Policy

    beginnerhigh

    Formal rules preventing staff from interacting with their own player-alt characters or favoring their previous player-clan members.

  5. 5

    Reimbursement (Restore) Policy

    intermediatemedium

    Strict criteria for when an Immortal can restore lost gear or XP, typically limited to verified server crashes or reproducible bugs.

  6. 6

    Staff Meeting Minutes

    beginnerstandard

    A shared repository (Wiki or private forum) documenting policy changes and staff decisions to maintain consistency across time zones.

  7. 7

    Public vs. Private Comm Channels

    beginnerstandard

    Guidelines on using 'imm-talk' for internal coordination vs. 'gossip/ooc' for public interaction to avoid leaking sensitive info.

  8. 8

    Shadowing Requirements

    intermediatemedium

    Mandatory period where new Immortals must be 'snooped' or shadowed by a Senior staff member during their first 10 moderation actions.

  9. 9

    Evidence Archiving

    intermediatehigh

    Standard practice of capturing screen logs or database snapshots before issuing permanent bans for harassment or cheating.

  10. 10

    The 'No-Play' Rule

    advancedmedium

    Technical or social restriction preventing high-level staff from maintaining active player characters to ensure impartiality.

Builder Workflows and OLC Standards

  1. 1

    VNUM Range Allocation

    beginnerhigh

    A centralized spreadsheet or database table assigning unique ID ranges to builders to prevent room/object overwrites.

  2. 2

    Area Testing Protocol

    intermediatemedium

    A checklist for new areas: checking for 'dark' rooms without exits, mob pathfinding loops, and item weight/cost balance.

  3. 3

    Trigger/Script Debugging

    advancedhigh

    Using 'mprogs' or 'dg_scripts' debug modes to trace logical errors in mob interactions before the area goes live.

  4. 4

    Room Description Style Guide

    beginnerstandard

    Technical requirements for room 'extra descriptions', consistent tense (usually present), and avoidance of 'you see' phrasing.

  5. 5

    Mob Power Level Scaling

    intermediatehigh

    A mathematical formula (AC/HP/Hitroll) that builders must follow based on the intended level of the zone.

  6. 6

    Version Control for Areas

    advancedmedium

    Integrating .are or .json zone files into a Git repository to allow for easy rollbacks and collaborative building.

  7. 7

    Zone Reset Logic Tuning

    intermediatestandard

    Configuration of how often mobs respawn and items repopulate, ensuring zones don't feel empty or overly cluttered.

  8. 8

    Object Flag Standards

    beginnermedium

    Strict definitions for flags like 'glow', 'hum', 'anti-evil', or 'nodrop' to prevent unintended item combinations.

  9. 9

    Peer Review Cycles

    intermediatestandard

    A mandatory step where a second builder must 'walk through' a new area to find typos and logical inconsistencies.

  10. 10

    Documentation of Custom Progs

    advancedstandard

    Internal comments within scripts explaining what custom variables or global flags are being manipulated for future staff.

Live Event and Quest Management

  1. 1

    Global Echo (GECHO) Etiquette

    beginnerstandard

    Rules for using world-wide messaging to ensure narrative flavor doesn't disrupt standard gameplay or spam players.

  2. 2

    Mob Switching (Possession)

    intermediatehigh

    The 'switch' command usage for roleplaying as a boss mob during a quest to provide a dynamic, non-scripted challenge.

  3. 3

    Quest Item Flagging

    intermediatemedium

    Using 'timer' or 'quest' flags on items to ensure they vanish after an event or cannot be traded to players who didn't participate.

  4. 4

    Dynamic Reward Scaling

    advancedmedium

    Adjusting quest rewards on-the-fly based on the number of participants and their average level to prevent economy inflation.

  5. 5

    Incident Response (Crash Recovery)

    advancedhigh

    Protocol for staff to follow immediately after a crash: checking logs, clearing corrupted pfiles, and announcing status.

  6. 6

    Narrative Continuity Logs

    intermediatemedium

    A shared document where Quest Masters record changes to the world state (e.g., 'The King is currently dead') to inform future events.

  7. 7

    Player Interaction Boundaries

    beginnerstandard

    Guidelines on when an Immortal should 'force' a player action or move a player for the sake of a narrative event.

  8. 8

    Load Balancing Events

    advancedmedium

    Technical strategies for spreading quest mobs across multiple rooms to prevent 'room lag' when 50+ players congregate.

  9. 9

    Quest Flag Management

    intermediatehigh

    Using player-level flags (qbits) to track progress in long-running story arcs and prevent reward double-dipping.

  10. 10

    Post-Event Debriefs

    beginnerstandard

    Reviewing logs after a major event to identify which mechanics worked and which caused player frustration or technical lag.