& Admin --------------------------------------------- Last Updated: 09/13/1999 ---- The Dune III administration is a group of players who are committed to making the MUSH run smoothly. Each admin serves on a Committee as a Coordinator. As these positions are new, they have not been all filled at the current time. However, there are still admin coordinating those areas. For a current listing of admin, please type '+admin/all'. Players Committee: Helena Petra Theme Committee: Sargon Documents Committee: System Committee: Feyd Asaf'nor Broncalo Overall: Zami See also 'OOCInfo committee'. --------------------------------------------------------------------------- & Committee --------------------------------------------- Last Updated: 09/13/1999 ---- The Committees have been established to both assure continuity of the game and the ability for input from players. The Committee membership consist of Players, who have volunteered to assist the game in various areas. For information on joining a Committee, please contact the Overall Coordinator, Zami. Players Theme Documents System For more information on each sphere, use 'OOCInfo Committee-'. For a list of who is in each current sphere, type 'OOCInfo Admin'. --------------------------------------------------------------------------- & Committee-Players --------------------------------------------- Last Updated: 09/13/1999 ---- Players Committee, in general, is responsible for Newbie-Helping and the establishment of characters. These duties include, but are not limited to: o Newbie-Helping o updating of OOCInfo files o Character Generation and all related code o Background development o Character Profiles o Independent Character discussions --------------------------------------------------------------------------- & Committee-Theme --------------------------------------------- Last Updated: 09/13/1999 ---- Theme Committee, in general, is responsible to assist in plots, tiny plots, and other RP related functions. In no way are they the only source of plots. They are merely here to help in making sure good plot ideas get heard. Their duties include, but are not limited to: o CHOAM o Tiny Plots o MUSH-wide events o Specialized Training groups (BG, BT, Mentat) o Building for Plots --------------------------------------------------------------------------- & Committee-Documents --------------------------------------------- Last Updated: 09/13/1999 ---- Documents Committee, in general, is responsible for assuring the IC documents are maintained and updated at some reasonable frequency. These documents include, but are not limited to: o Great Convention o ICInfo files o Faction Handbooks o Webpages --------------------------------------------------------------------------- & Committee-System --------------------------------------------- Last Updated: 09/13/1999 ---- System Committee, in general, is reponsible for maintaining the various systems on the game, both internal and external. The members of the System Committee will generally serve on the other Committees as well to assure there is some continuity between all the groups. Some of the duties purposely overlap simply for this continuity. Their duties include, but are not limited to: o Building o Coding o Webpages o Hard Code and Game-wide Soft Code o Advertising --------------------------------------------------------------------------- & Player Awards &Awards --------------------------------------------- Last Updated: 10/17/1999 ---- The awards system on Dune III is here to recognize players who have made a significant contribution to the MUSH. These contributions come in the categories of: Coder, Newbie-Helper (NBH), Role-player (RPer), and Storyteller. There is also an award to recognize outstanding Houses/Factions. Votes are cast using the +vote command. (Type '+help +vote' for the syntax.) Each month, the Admin tally up the scores and publish the results on the Announcement +bboard. Players will be entered into the 'OOCInfo Hall of Fame' depending upon the number of times they have been ranked within the top three vote getters. The Hall of Fame designations are: BRONZE SILVER GOLD and PLATNIUM for each marker the player meets. --------------------------------------------------------------------------- & Hall of Fame --------------------------------------------- Last Updated: 04/19/1999 ---- The Dune III Hall of Fame inducts people and factions who have demonstrated consistent excellence in at least one of the following areas: Coder, Newbie-Helper (NBH), Role-player (RPer), Storyteller, and Faction. To view a set of winners, type 'OOCInfo HoF '. See also 'OOCInfo Player Awards'. --------------------------------------------------------------------------- & HoF Coder --------------------------------------------- Last Updated: 03/26/1999 ---- There are no recipients of this award yet. --------------------------------------------------------------------------- & HoF Newbie-Helper & HoF NBH --------------------------------------------- Last Updated: 10/17/1999 ---- BRONZE - Filarion (3/15/1999) BRONZE - Rosler (7/15/1999) BRONZE - Valentina (9/13/1999) BRONZE - Jenaa (10/15/1999) --------------------------------------------------------------------------- & HoF Role-Player & HoF RPer --------------------------------------------- Last Updated: 10/17/1999 ---- SILVER - Nestor (11/15/1999) BRONZE - Boris (4/15/1999) BRONZE - Iason (5/15/1999) BRONZE - Ilsabet (7/15/1999) BRONZE - Larkov (7/15/1999) BRONZE - Tillip (7/15/1999) BRONZE - Valentina (7/15/1999) BRONZE - Haroon (9/13/1999) BRONZE - Nadira (10/15/1999) BRONZE - Jeon (11/15/1999) --------------------------------------------------------------------------- & HoF Storyteller --------------------------------------------- Last Updated: 03/26/1999 ---- There are no recipients of this award yet. --------------------------------------------------------------------------- & HoF Faction --------------------------------------------- Last Updated: 07/22/1999 ---- BRONZE - Harkonnen (7/15/1999) BRONZE - Moritani (4/15/1999) BRONZE - Bajazet (11/15/1999) --------------------------------------------------------------------------- & CharGen ---------------------------------------------- Last Updated: 10/17/1999 --- Character Generation (CharGen) is the process of setting up a player-character (PC) for the IC world of the Dune III MUSH. There are 4 basic steps: 1) Setting MUSH Attributes 2) Making Your Background Each will be discussed further in successive sections. In order to enter CharGen, you must be 'hired' by a Faction Head. Part of job of a Faction Head is to ensure that you understand the rules and theme of the MUSH prior to your entrance into CharGen. Before you enter CharGen, your Faction Head should have helped you get a fairly good idea of what you will do in each of the four steps. PLEASE READ ALL OF 'OOCINFO CHARGEN' BEFORE STARTING THE CHARGEN PROCESS. Once you complete CharGen, many things you set can only be changed by Admin. (Continued in CharGen2) --------------------------------------------------------------------------- & CharGen2 ---------------------------------------------- Last Updated: 10/17/1999 --- 1) Setting MUSH Attributes This room is almost exactly like the second room you entered when you first started on the MUSH. Here you will be asked to make sure you have your name correct, the sex of your character entered, a description, and a valid email address. The name and sex are self explanatory. Your description should be no more than about 25 lines long maximum (as long as one of these pages). It should give those who look at you an idea of what and who you are. However, avoid telling other players what to think ('You are amazed by her beauty'), or putting in value judgments ('He is the ugliest person on the planet'). Many players find the first form insulting (who likes to be told how they feel?) and the second is somewhat of a cheat (/describe/ why someone would find them ugly). There are many other guides about writing descriptions, see the web site or 'OOCInfo Resources.' You will be asked to make sure your email address is still up to date as well. (Continued in CharGen3) --------------------------------------------------------------------------- & CharGen3 ---------------------------------------------- Last Updated: 10/17/1999 --- 2) Making Your Background In this room, you will enter background information about your character. Name should be in the form 'First Last' or whatever form matches your faction's culture. Age is in Standard Years. Fifteen (15) years old is the minimum and three hundred (300) the maximum. Remember, the vast majority of PC's in this game will be those who live spice-extended lives. A rough rule of thumb is to take the age you think your character would be in our world and multiply by two to three. Try to remember many of the characters that will be out there would have long records of loyalty and solid service to their Houses. Realize that with such long lifespans, young characters are even less likely to be considered masters of their fields. You will be asked to enter your character's background. You should already have developed a fairly detailed background for your character with the help of your Faction Head. Your only challenge here should be fitting it into a space of 10 lines or less. Try to keep it mainly work history or other milestones in the character's life that others would know about. (Continued in CharGen4) --------------------------------------------------------------------------- & CharGen4 ---------------------------------------------- Last Updated: 10/17/1999 --- That wasn't too difficult, was it? Before you leave, you are given one last chance to check over what you have set. Type '+sheet/bg' to get a preview of what your Player Data Sheet will look like. Remember, once you've left CharGen, things set beyond the first room can not be changed without Admin intervention. So please, make sure you have yourself set up as best you can. When you are satisfied, simply follow the exit to the IC world of Dune III MUSH and be ready to RP! One final piece of advice, although it has been stressed how much of the information we have discussed is permanent, do not worry /too much/ about the CharGen process. The focus of the MUSH is RP, not combat or other PStat and training driven systems. The main thing to keep in mind is stay in character. If you are 250 years old and in poor health, maybe you shouldn't use all 22 PStat points. If your player has always been a 'straight arrow' forthright type, don't chose Intrigue training just to use the extra 2 training points. Stay in character and in theme. --------------------------------------------------------------------------- & Combat ---------------------------------------------- Last Updated: 10/17/1999 --- (contributions from Boris) Since Dune III is a consensual MUSH, all combat on the MUSH is roleplayed, so there can be no hard and fast rules. Like any other rp situation, you'll have to adjudicate it yourself, in collaboration with the other players involved. What we're providing here is a set of policy guidelines to help you make combat more exciting, more accurate, more consistent, and more fun. Continued in 'OOCInfo Combat2' --------------------------------------------------------------------------- & Combat2 ---------------------------------------------- Last Updated: 10/17/1999 --- The Fundamental Principle of RP Combat: You Are Acting, Not Competing. This is so basic that you need to understand it thoroughly before you do anything else. It's all a show: a big drama, a simulation of the science fiction action and conflict you know and love. You act out everything here: adventure, romance, drama, intrigue, suspense. Combat is no different: it's all an act. This is a lot more like Professional Wrestling than a boxing match. You must pose the entire show. And then keep 'em coming back for more. We want everyone to have fun. What is much less important is who wins the fight. If you want to be a combat monster, the ultimate assassin, the invincible swordmaster, go somewhere else. We'll be sorry to lose you, but we're not sure this is the place you're looking for. There are MUSHes and MUDs out there that can give you all the action you can handle. Continued in 'OOCInfo Combat3' --------------------------------------------------------------------------- & Combat3 ---------------------------------------------- Last Updated: 06/29/1999 --- And at all costs avoid 'powerplaying'. Powerplaying is making another player's decisions for them and denying them a choice. On Dune III, all combat and rp is consensual. You and the other players all have to agree on what's cool. We think this form of story-telling is much more fun than bashing some hapless mobile. The possibilities for interactive rp combat are limited only by the imagination of the players involved. Before you start, you'll have to ask yourself three things: 1. What are the results of this fight going to be? 2. What would make this exciting for everyone involved? 3. What would be fair to everyone involved? Continued in 'OOCInfo Combat4' --------------------------------------------------------------------------- & Combat4 ---------------------------------------------- Last Updated: 06/29/1999 --- 1. This is up to you and the other players involved. Who wins? Who loses? Who is injured? Is one of the characters going to be permanently affected by this battle? There are two styles of play you can use here: The first, simplest one is this: you work out the results of the fight beforehand. Perhaps you and the other players could go by an informal outline..or perhaps you'll wing the actual blow-by-blow and still arrive at the predetermined result. The details are up to you. But work it out first! (It may not be exciting for you, as a participant in the fight, to know what the results will be. But don't forget you're supposed to entertain the spectators too.) The second option is more complicated: you decide only on certain limits for the fight, and you use the quality of your poses to help you decide, interactively, who wins. Some examples of limits: for instance, no injuries to last longer than an IC year; or no crippling injuries. And then you proceed to dazzle each other with the quality of your rp'ed combat, within those limits. Continued in 'OOCInfo Combat5' --------------------------------------------------------------------------- & Combat5 ---------------------------------------------- Last Updated: 06/29/1999 --- If one player comes up with a clever or cool pose in the fight, then the other player should reward him by allowing him some slight advantage. Who wins depends on how good the posing is! Entertain each other. The poses in a fight like this will need to be clear and detailed, so both players can react fairly. Go with what happens, taking the fight poses into account to help you make an exciting fight. Remember to stay within the limits you set out at the start. This system is a lot more consensual, and unpredictable, since neither player knows just what will happen. It's also a lot more open to the abuse of powerplaying, for the same reason. We suggest you only use this system in a fight with someone whose rp you know and trust. Some players find the first style more fun, some the second. Try them both. Killing someone is right out, unless you have the player's explicit permission to kill his character. Why would you want your own character to die? Any number of reasons: to give him a heroic end, to advance a tinyplot, to @rec a character you don't like anymore... Continued in 'OOCInfo Combat6' --------------------------------------------------------------------------- & Combat6 ---------------------------------------------- Last Updated: 06/29/1999 --- 2. What's exciting? See the Fundamental Principle, above. This is a Dune-themed MUSH, so you know what to expect. Flashing swords, the buzzing of shields, poison daggers, martial arts. You are participating in a form of interactive story-telling. You'll need to collaborate with the other players in the fight to turn this into an exciting combat. What sorts of things would you like to see that would entertain you? There's more to a fight than who wins and who loses..Work to turn the simple exchange of blows into something better: a desperate battle against overwhelming odds, a daring bar brawl with glass flying and mirrors breaking, a hand-to-hand battle between masters of unarmed combat. The whole point is to have fun--how will you help your fellow players enjoy themselves? Continued in 'OOCInfo Combat7' --------------------------------------------------------------------------- & Combat7 ---------------------------------------------- Last Updated: 06/29/1999 --- 3. What's fair? What's not fair is 'powerplaying'...making a player's decisions for him. Your blows always hitting, his always missing, him reacting in panic at your impressive powers and fleeing. Work together to tell the story. In every case, the result of a blow should always be left to the target of the blow, so pose your attacks so that the other player always has a chance to respond. Let your opponent pose his own setbacks and wounds. You should never pose a player's response to anything--that goes for combat and non-combat situations! Good pose: Gurney swings his kindjal in a horizontal slice at Zentrag's waist. Bad pose: Zentrag stabs Gurney right through the heart with his sword. Good pose: Gurney deflects Zentrag's blow with his own sword, then reverses the sword in his hand and tries to slam Zentrag's jaw with the pommel. Bad pose: Zentrag's body shield deflects Gurney's blow , and the impact knocks the sword out of Gurney's hand. Continued in 'OOCInfo Combat8' --------------------------------------------------------------------------- & Combat8 ---------------------------------------------- Last Updated: 06/29/1999 --- Fair also means that you can't win every battle. No one--no matter how skilled, or well-equipped, is invincible all the time. You win some, and then you let the other players win some. Share the victory, and other players will let you share as well. Win every time, because you've defined yourself as the Imperium's Toughest Warrior, and no one will want to play with you anymore. Even in Pro Wrestling, no one wins all the time. Who'd pay to see him fight? It's more dramatic if you lose a couple; then the audience will root for you in the rematch. We see the point as collaborating with the other players to maximize everyone's fun. Continued in 'OOCInfo Combat9' --------------------------------------------------------------------------- & Combat9 ---------------------------------------------- Last Updated: 06/29/1999 --- You may find yourself in OOC disputes with other players about any or all of these issues. Hey, it happens to everyone. What's important is that you try to work out your disputes with the other player first. Then, if you both feel your differences are unsolvable, take your case to any coordinator. Warning: Be prepared to justify yourself in light of the guidelines here... And if you repeatedly find yourself in OOC disputes with your fellow combatants over things like who did what to whom, or how your lasgun would have destroyed your opponent, or how your special training can deflect any attack, take a minute to think it over. Perhaps it's you who has the problem, not the other guy. Maybe you shouldn't be involved in combat rp. That's fine: there's plenty to do on the MUSH besides fight! See also 'OOCINfo Combat-Dying' --------------------------------------------------------------------------- & Death & Combat-Dying ---------------------------------------------- Last Updated: 05/11/1998 --- There is no health counter or wounds system used on Dune III. Everything is handled through RP. While players have the final say over what happens (or does not happen) to their characters, players should strive to keep a sense of fairness. No character is invincible. Those that are portrayed in such a manner will quickly find few people wanting to RP with them. If death is to be the ultimate outcome for combat or RP all players involved should agree on this beforehand. Setting guidelines or having a Coordinator help oversee things can also lessen trouble down the road. --------------------------------------------------------------------------- & Descriptions ---------------------------------------------- Last Updated: 07/22/1998 --- The main goal of a good description should be realism to the universe. This argument can be extended to encompass all objects, but the following will refer directly to players, and can be extrapolated to objects by the reader. A lot of work has been put into the construction of the Dune3 environment, and similar care should be taken to ensure your character fits into this backdrop. Referring to Dune as a backdrop is quite valid from the perspective of RP, as it is the individual input by each player which will elevate the game to a new level. When deciding upon a description, keep in mind that when people look at you they rarely get more information than your simple appearance. Mention of your history, employment, how they perceive you and such are examples of unrealistic portraits. These may be conveyed, however, by an effective description. For example, some well known apparel may indicate your rank or occupation, but only to those familiar with it. (Continued in Desc2) --------------------------------------------------------------------------- & Desc2 ---------------------------------------------- Last Updated: 07/22/1998 --- Similarly, saying that you have darting eyes, or scars on your face may imply things about your personality in a manner quite different from blatantly stating them. Allow the observer to make judgments about you, and you'll find things become more interesting and complex on their own. Needless to say, don't describe yourself as some inanimate object or animal. Worse yet, don't use real life persona in your description. No one wants to run into someone emulating Ronald McDonald on a starship. Lastly, the formation of a description with which you are comfortable is a dynamic process. Take your time with it, making edits as you feel your character evolving. (Continued in Desc-examples) --------------------------------------------------------------------------- & Desc-examples ---------------------------------------------- Last Updated: 07/22/1998 --- Bad Example: You see before you a man that looks like Duke Leto. He's very handsome because he's Siridar of the great House Atreides. He spent all his life building up to this position and it shows. He's right now winking at you as you look at him. There is a big smile on his face. Questions to answer to improve the description: o What about Duke Leto does your character look like? Height? Hair color? Eyes? o What about your character makes for being 'handsome'? Skin? Hair? Eyes? Well-built body? o How would someone know your character is Siridar? Uniform? Insignia? o How does building up to your position look like? (Continued in Desc-examples2) --------------------------------------------------------------------------- & Desc-examples2 ---------------------------------------------- Last Updated: 07/22/1998 --- Now use those answers to replace generalizations and improve on the description: Good Example: A man of medium height has dark olive skin, matched with jet black hair. Half his face is covered with a dark beard and moustache. His body looks taunt from beneath the dark brown uniform he wears. Upon his chest is the eagle crest of House Atreides. At the edge of his eyes are crow's feet lines beginning to set in. --------------------------------------------------------------------------- & Backgrounds ---------------------------------------------- Last Updated: 07/22/1998 --- When developing a background, consider it like writing an autobiography about your character's life. Each of us have events in our past that make up who we are today. They influence our decisions and perceptions of the world. By creating a detailed background, your character will gain the same sense, having clarity in judgments based on experiences in the past. As such, below are some questions you can ask yourself and answer for your character to help you begin to develop your background. This list is by no means the complete list of questions possible. It is merely a catalyst to hopefully get you thinking about backgrounds: (Continued Backgrounds2) --------------------------------------------------------------------------- & Backgrounds2 ---------------------------------------------- Last Updated: 07/22/1998 --- o Where/when was your character born? Anything significant happen then? o Who were your character's parents? What were they like? o What was your childhood like? o Did you have a lot of friends? How close are they? o What type of schooling/training might you have gotten? o Any siblings? Any marital bonds? Any children? Any other family? o How did your character get to his/her current position? o How long has your character held that position? o Would you classify the character as being experienced? Why? --------------------------------------------------------------------------- & Groups --------------------------------------------- Last Updated: 10/17/1999 ---- Admin/Coordinators Arbiters Factions Faction Heads Features Feature Factions Independents Newbies Newbie-Helpers * Denotes a new or updated entry --------------------------------------------------------------------------- & Arbiters --------------------------------------------- Last Updated: 10/17/1999 ---- If two (or more) players have a dispute, they may agree to ask another player to arbitrate. That player may refuse, of course, but if they agree to help, then they should attempt to facilitate negotiations between the two (or more) parties who have some disagreement. The arbiter should not judge the merits of the case unless the players in question request it. Any player may act as arbiter. However, should you have a problem agreeing or finding one, please contact one of the admin/coordinators. See also 'OOCInfo Newbie-Helpers' --------------------------------------------------------------------------- & Independents --------------------------------------------- Last Updated: 09/21/1998 ---- The term "independents" (or Indies) refer to player characters (PCs) belonging to a group that has not yet been made formal on Dune3. The groups, however, are essential to the Dune universe and must therefore be represented in some fashion. Unlike formal groups, Indies lack a formal Faction Head. As such, role-play and the driving of the plot forward solely rests upon the shoulders of that PC. These characters are present to events of existing Factions. As such, their numbers are limited to only those who have proven their ability to control and drive their own RP. In addition to this, characters are selected based on their profile and potential to forward events on Dune3. For more information about the Indies and application to become one can be found on the web page. See also 'OOCInfo Resources' and 'OOCInfo Multiple Characters'. --------------------------------------------------------------------------- & newbies --------------------------------------------- Last Updated: 07/22/1998 ---- A newbie is a player who is new to the mush, and/or new to mushing. Newbies are more than welcome here on Dune III, and we encourage newbies to learn about mushing here, and encourage our players to help them. If you are a newbie, or would like to help one, a good place to "hang out" would be in the Newbie Room. To get there, type '+ooc' and then go west into the Newbie Room. --------------------------------------------------------------------------- & Newbie-helpers &nbh --------------------------------------------- Last Updated: 10/17/1999 ---- A newbie-help refers to a person who is willing to help a new player assimilate into the culture of the world. A newbie-helper can answer questions about the game, explain how to get a character setup, and help the new player understand theme and setting of the world. It is the belief of the admin staff at Dune III that everyone wishes to help at one point or another. Thus, anyone can assist in the act of helping out a new character. The admin will, however, publish a list of players who have demonstrated responsibility as Newbie-helpers as well as a mastery of the Dune theme. If you wish to join this list, please contact one of the admin/ coordinators. See also 'OOCInfo Arbiters' --------------------------------------------------------------------------- & Factions ------------------------------------------- Last Updated: 10/17/1999 ---- Information about the factions played on Dune III can be found on our web site at http://www.fremen.org/muds/dune3/. If you do not have web access, send e-mail to dune3-admin@fremen.org requesting information about the factions (mention that you don't have web access). Factions that are currently online: Imperium House Alvstad House Atreides House Bajazet House Ginaz House Harkonnen House Moritani House Rastanyev Bene Gesserit See also 'OOCInfo Faction Heads', 'OOCInfo Feature Factions', and 'OOCInfo Independents'. ------------------------------------------------------------------------- &fh & faction heads ------------------------------------------- Last Updated: 07/22/1998 ---- Faction heads are the players who OOCly (and usually ICly, but not always) run the various factions. In the case of the Landsraad Houses, the OOC head is usually the Siridar, but the heads of other factions such as the BT or the Guild are never seen in public, so the OOC head might be the head of the Kaitain embassy. The administration is currently accepting faction head applications. If you are interested in applying to be a faction head of either a Landsraad Great House or a faction like CHOAM, which exists but is currently NPC, please speak with an admin. For the complete list of faction heads, use the +heads/all command. ------------------------------------------------------------------------- & features ------------------------------------------- Last Updated: 07/22/1998 ---- There are only three known features alive in the time-frame of Dune III: Thufir Hawat, Helen Gauis Mohiam, and Edric. In the year 10,091, the first two are somewhere between infant and adolescent, and hence will not be RP'd. As for Edric, sightings of Guild steersmen were unknown until the time of Muad'Dib, and hence will also be unknown to Dune III. ------------------------------------------------------------------------- & feature factions ------------------------------------------- Last Updated: 10/19/1998 ---- Bene Gesserit Bene Tleilax CHOAM Fremen Guild Imperium Ix Mentats Smugglers Twisted Mentats * Denotes a new or updated entry ------------------------------------------------------------------------- &bg & bene gesserit ------------------------------------------- Last Updated: 10/17/1999 ---- On the whole very little is known of the Bene Gesserit Sisterhood. The Sisterhood is active in all parts of the Landsraad; and at times seemlessly involved in all aspects of the Known Universe. They have come to be resources to the Universe in both their wisdom and training. Their moto is 'To serve the Landsraad.' and claim to adhere by that continually. The Bene Gesserit Sisterhood has a ChapterHouse located on Kaitain, which they use to both conduct their daily tasks and train young Sisters and Noble-born females. ------------------------------------------------------------------------- &bt & Bene Tleilaxu ------------------------------------------- Last Updated: 08/01/1998 ---- The inhabitants of Tleilax, the Bene Tleilaxu are a source of immoral, although tolerated, technological products. As such, the enigmatic Tleilaxu pose a potential threat to the delicate technological prohibitions of the feudal Imperium. However, the Tleilaxu deal in more than simple machine products. They also produce genetically engineered humans for specific purposes. The frequency of the epithet 'Dirty Tleilaxu' demonstrates how soiled people feel as a result of their sinful commerce with the immoral inhabitants of Tleilax, and an entire corpus of superstitions and phobias have arisen from the resultant anxieties. Continued in 'BT2'. ------------------------------------------------------------------------- & BT2 ------------------------------------------- Last Updated: 07/25/1998 ---- While the numerous particular actions and products generated significant ill will, it is more likely that the Tleilaxu are generally loathed for a more primordial reason: their genetic manipulations maim life and nature, inspiring primal horror. The Tleilaxu are a closed society. Visits to Tleilaxu are unheard of. Visitors from the Tleilaxu are extremely rare, and even then, are likely face dancer mules sent to do their masters' bidding. Intermarriage with the Tleilaxu is impossible. See also 'OOCInfo Twisted Mentats'. ------------------------------------------------------------------------- & CHOAM ------------------------------------------- Last Updated: 07/10/1998 ---- See 'ICInfo CHOAM'. ------------------------------------------------------------------------- & Fremen ------------------------------------------------------------------------- If a competent, experienced faction head applies to create and lead the Fremen faction, we will allow it with the following caveats: The Fremen will have no IC interaction with any other faction, unless the faction holding the Arrakis contract agrees to it, in which case very low-level, sporadic, and thematic interaction will be allowed. The focus of the MUSH, in terms of building, coding, recruiting, etc., will be on the Landsraad factions. The Fremen faction will only be created once a significant player base among the Landsraad factions has been established. ------------------------------------------------------------------------- & Guild & Spacing Guild ------------------------------------------- Last Updated: 08/01/1998 ---- The Spacing Guild holds a monopoly over interstellar travel by being the only ones to be able to 'fold space,' that is safely traveling faster than the speed of light. The Guild has extreme influence by directly controlling 1/4 of the votes in the Landsraad but seldom wields that influence, preferring to remain a neutral third party. An extremely xenophobic society, the Guild prefers all but the most urgent of its contact with the Imperium and the Landsraad be conducted through third parties. See also 'OOCInfo Tupile'. ------------------------------------------------------------------------- & Tupile ------------------------------------------- Last Updated: 08/01/1998 ---- Tupile, the so-called "sanctuary planet" (probably several planets) for defeated Houses of the Imperium. Location(s) known only to the Guild and maintained inviolate under the Guild Peace. This planet (or planets) is the home of the Guild society. Those that live on Tupile are destined to spend the entirety of their lives without ever leaving. The Guild values its privacy above (almost) all else. See also 'OOCInfo Guild'. ------------------------------------------------------------------------- & Imperium ------------------------------------------- Last Updated: 10/17/1999 ---- The Imperial House of the Padishah Emperors--House Corrino--have ruled the Imperium for some ten millenia, a leg of the political tripod which maintains the Great Convention. Backed by the fearsome Sardaukar, the Padishah Emperors wield vast power and influence. Beyond the political arena, the Imperial House also influences the arts, social customs, and style. The current Emperor is Jeon XIV Corrino, the 80th of his line. He assumed the throne in 10,091 after the unfortunate death of Emperor Fredhrick XIX. See also 'GC'. ------------------------------------------------------------------------- & Ix & Richese ------------------------------------------- Last Updated: 08/01/1998 ---- As a citizen of the Padishah Imperium, you know very, very little of Ix and even less of the fabled Ixians. Popular folklore has it that Ixians are more machine than man, abominations who have altered the sacred purity of mankind, making machines in the image of humanity. The Ixian/Richese society is a closed one. Visits to Ix are unheard of. Visitors from the Ixian Confederation are extremely rare. Intermarriage with the Ixians is impossible. ------------------------------------------------------------------------- & Mentats ------------------------------------------- Last Updated: 07/25/1998 ---- Mentats are "that class of Imperial Citizens trained for supreme accomplishments of logic." As a fellow citizen of the Padishah Imperium, you would be aware of the phenomenal and legendary abilities of Mentats: lengthy verbatim recitations, mathematical figuring, logical calisthenics, etc. They are known to enhance the success of a Great House a hundredfold. A Mentat isn't generally recognizable, although there are some who say they can spot a Mentat in a crowd any day, any time. What you do know is that these individuals are highly sought after and very valuable. ------------------------------------------------------------------------- & Twisted Mentats ------------------------------------------- Last Updated: 07/25/1998 ---- Twisted Mentats, the result of Bene Tleilaxu genetic engineering, are different from normal Mentats only in those characteristics non-essential to pure computational ability. These variants take on the form of body structure, emotional nature, and psychological make-up, depending upon the customer's orders. Some Twisted Mentats are more twisted than others, and few not very twisted at all. Nevertheless, because the Mentats produced by the Tleilaxu are so often warped and bizarre in nature, they are universally regarded as objects of repugnance. See also, 'OOCInfo Bene Tleilax'. ------------------------------------------------------------------------- & smugglers ------------------------------------------------------------------------- The smugglers are in a dichotomous situation: everyone needs to deal with them sometime, yet at the same time, nobody wants to admit they deal with them. They are low on the social scale, yet taken as a whole are an economic unit that is certainly equal in strength to a great house, and perhaps even stronger. If you are a high-ranking person, you would likely treat a smuggler with some disdain and standoffishness. The smuggler head might be able to move in your circles, but he wouldn't be openly referred to as a smuggler, but rather, a businessman. See also 'OOCInfo independents' ------------------------------------------------------------------------- & Suk ------------------------------------------- Last Updated: 08/02/1998 ---- The Suk School, or Imperial Medical College, was founded in 2401 under the patronage of Emperor Kenric III al-Kam. The mission of the Suk School is to provide physicians who can be trusted to minister to the Imperial Family and the families of nobility. To that end, the Suk School developed Imperial Conditioning, an unparalleled system of biomedical conditioning and hypo-ligation. The crowning achievement of Imperial Conditioning is the "pyretic conscience," which renders the Suk incapable of taking human life. Graduates of the Inner School are conditioned to value non-violence and obedience above all, and to abhor betrayal and killing. A Suk can be recognized by the red diamond tattoo at the forehead, and the long hair bound in a silver ring. As the only non-violent profession in Dune, the Suk School provides a unique opportunity for role-play. The "Betrayal of Yueh" has not happened in our time-line, and the Suk School's noble reputation is inviolate. Continued in 'Suk2'. ------------------------------------------------------------------------- & Suk2 ------------------------------------------- Last Updated: 08/02/1998 ---- Each faction can be assumed to have a number of NPC medics, but these medics would not have gone through the Imperial Conditioning of the Inner School and as such would not thematically be allowed to be within the shielding of a member of the Royal Family. Thematically, only those who have graduated from the Inner School should be allowed to treat royalty in regular circumstances. ------------------------------------------------------------------------- & Mail System ---------------------------------------------- Last Updated: 08/26/1998 --- Dune III MUSH has two softcoded Mail Systems that run on top of the built-in PennMUSH @mail command. The primary function of these Mail Systems (herein called '+mail' and '+icmail') is to allow players to use mail lists. The +mail command is used for OOC communication, and +icmail is used for IC purposes. For reading your mail and manipulation of received mail, use the built-in @mail commands. First, the +mail command will be presented. Type '+help +mail' for a brief summary of the +mail command switches. With no switches, the +mail command will give you a brief summary of your mail status. It reports the number of unread and cleared messages out of the total number of mail messages you have. In addition, it tells you if you have the Carbon Copy mode or Recipient List mode on. The Carbon Copy mode sends a single copy of all of your +mail messages back to yourself. It is toggled with the '/cc' switch. The Recipient List mode will append a list of recipients of your message at the bottom. It is toggled with the '/rcpt' switch. Whenever you send mail to a list, the recipient display is automatically activated. Mail lists will not be expanded into the player names in the listing. (Continued in 'OOCInfo Mail System2') --------------------------------------------------------------------------- & Mail System2 ---------------------------------------------- Last Updated: 06/23/1998 --- Next, the main focus of the system, mail lists. You can see a list of all public lists and your own private lists with the '/list' switch. You can enter a personal list name along with the list-switch to see the players you have on that list (you cannot see the players on public lists). To add or remove players from a personal list, use the '/player' switch. You can add any players you'd like to your lists and name your lists whatever you want (no spaces and capitalization is not preserved). A player's inclusion on the list is toggled with the player-switch. That is, if the player is on the list already, he will be removed. If he is not, he is added. List names must be spelled out exactly (or a new one will be created with the new spelling), but players can be abbreviated (see 'help pmatch()' for details). To completely remove a list use the '/deletelist' switch and the list name. Finally, the '/clean' switch removes non-players that might end up on your lists. (Continued in 'OOCInfo Mail System3') --------------------------------------------------------------------------- & Mail System3 ---------------------------------------------- Last Updated: 08/26/1998 --- To compose a mail, enter, +mail =[/] The recipient list can be player names, public or private mail lists, or any combination thereof. When entering a mail list, precede the name with an asterisk, '*' (e.g. +mail *admins=). Note that the asterisk is ONLY added in a recipient list. Omit it in all other commands. The subject, separated from the body by a '/' is recommended but completely optional. A mail without a subject will appear just like one sent without a subject in @mail. You can also forward mail, +mail =[/] The mail number (which can be specified by number in your current mail folder or by ':') given will be forwarded to the list of recipients just as in '+mail,' except 'Fwd:' will be prepended to the subject. You can add a optional message of your own which will appear above the forwarded message. (Continued in 'OOCInfo Mail System4') --------------------------------------------------------------------------- & Mail System4 ---------------------------------------------- Last Updated: 06/23/1998 --- The mail system can also automatically add a signature (.sig) to all of your OOC mail. Simply place the sig in your SIGNATURE attribute, &SIGNATURE me=Asaf'nor%rCode Wiz This will appear as, -- Asaf'nor Code Wiz The '--' and first carriage return are added automatically, and the sig is evaluated so formatting can be done. (Continued in 'OOCInfo Mail System5') --------------------------------------------------------------------------- & Mail System5 ---------------------------------------------- Last Updated: 06/23/1998 --- Next, the IC Mail System, see '+help +icmail' for a summary of the commands. The IC Mail and OOC Mail systems are very similar. +icmail with no switches or arguments will give you a summary of your mail status. The '/cc' switch will toggle your IC Carbon Copy mode. Note: IC and OOC CC-modes are recorded separately. Turning one on or off does not affect the other. The IC Mail System does not support recipient lists; there is no '/rcpt' switch. The IC Mail System does not have list maintenance commands. Use the '+mail' command to make changes to personal lists. However, there is a '/list' switch. This is to allow players to see which public lists are accessible from the IC Mail System. (Continued in 'OOCInfo Mail System6') --------------------------------------------------------------------------- & Mail System6 ---------------------------------------------- Last Updated: 06/23/1998 --- The format for sending original mail or forwarding mail is exactly like the +mail command, except that certain public lists are not valid and the +icmail command can take two additional switches. Without a switch or with the '/fwd' switch, the IC Mail System will include your IC signature. To set your IC sig, &IC_SIGNATURE me= It works just like the OOC sig. However, you may send IC Mail anonymously by using the '/anon' or '/afwd' switches. All mail sent through the IC Mail System goes through a player called Guildmail. If you use the anonymous format or do not have a IC_SIGNATURE, your mail will be untraceable (whether intentional or not). --------------------------------------------------------------------------- & Events & OOC Events & Meetings --------------------------------------------- Last Updated: 09/16/1998 ---- OOC happenings around the MUSH. To view a topic, type 'OOCInfo '. MEETINGS: Meetings-Players Meetings-Seminars * Denotes a new or updated entry See also 'OOCInfo Etiquette'. --------------------------------------------------------------------------- & Meetings-Players ---------------------------------------------- Last Updated: 09/16/1998 --- From time to time the admin team will hold "town hall" meetings to get player feedback on the game and its progress. Everyone is invited to attend and share his/her thoughts. The meeting will be run by at least two administrators: one will be the principal fielder of questions, the other will maintain the queue of those who wish to speak. These meetings have very few rules of etiquette which MUST be observed. * Do not speak unless you have been recognized by the admin team to speak. * Page the queue maintainer when you wish to speak. Include in your page the topic which you wish to address. * Prepare your statement before being given the floor. --------------------------------------------------------------------------- & Meetings-Seminars ---------------------------------------------- Last Updated: 09/16/1998 --- From time to time, the admin team or a designated player will host a seminar on a particular topic designed to improve the MUSH. Such topics range from posing and describing to how consent and props work to how the mentat system can best be leveraged in your RP. The seminar will be run by at least one administrator and one player (likely another administrator): one will be the principal fielder of questions, the other will maintain the queue of those who wish to speak. These seminars have very few rules of etiquette which MUST be observed. * Do not speak unless you have been recognized by the admin team to speak. * Page the queue maintainer when you wish to speak. Include in your page the topic which you wish to address. * Prepare your statement before being given the floor. If you wish to host a seminar, send e-mail to dune3-admin@fremen.org with the topic you wish to address and an outline of the seminar. --------------------------------------------------------------------------- & help --------------------------------------------- Last Updated: 02/08/2001 ---- To view a topic, type 'OOCInfo '. *Changes OOC Events *Policies Player Awards RP Information RP Systems * Denotes a new or updated entry --------------------------------------------------------------------------- & Changes --------------------------------------------- Last Updated: 02/08/2001 ---- The following MUSH game files have been updated recently: 02/08/2001: OOCInfo Multiple Characters OOCInfo Policy 11/20/1999: 10/17/1999: ICInfo Rumors OOCInfo CharGen OOCInfo HoF Role-Player OOCInfo Awards OOCInfo HoF House OOCInfo HoF Newbie-Helper OOCInfo Puppets OOCInfo HoF Role-player OOCInfo Policy OOCInfo Combat ICInfo Theme OOCInfo BG ICInfo Canon OOCInfo Factions OOCInfo Multiple Characters OOCInfo Disguises ICInfo Econ 09/13/1999: 09/08/1999: OOCInfo Admin ICInfo Rumors OOCInfo Changes OOCInfo Changes 08/17/1999: 07/22/1999: ICInfo Rumors OOCInfo HoF Faction OOCInfo Changes OOCInfo HoF Newbie-Helper OOCInfo HoF Role-Player OOCInfo Changes Continued in 'OOCInfo Changes2'. --------------------------------------------------------------------------- & Changes2 --------------------------------------------- Last Updated: 09/08/1999 ---- 05/24/1999: 04/19/1999: OOCInfo HoF Role-Player OOCInfo Admin OOCInfo Changes OOCInfo Awards OOCInfo Changes 03/29/1999: 03/26/1999: ICInfo Rumors OOCInfo Admin OOCInfo Changes OOCInfo Changes 03/01/1999: 02/17/1999: OOCInfo Admin ICInfo Meetings-LC OOCInfo Changes ICInfo Votes2 OOCInfo Changes 02/15/1999: 02/11/1999: ICInfo IC Events ICInfo Theme ICInfo Rumors ICInfo Kaitain OOCInfo Changes ICInfo Faufreluches OOCInfo Etiquette OOCInfo Changes OOCInfo OOC Events Continued in 'OOCInfo Changes3'. --------------------------------------------------------------------------- & Changes3 --------------------------------------------- Last Updated: 09/08/1999 ---- 02/10/1999: 01/18/1999: GC LHC GC Concubine ICInfo Rumors GC Kidnapping OOCInfo Admin OOCInfo Admin OOCInfo Arbiters OOCInfo Factions OOCInfo Changes OOCInfo Changes OOCInfo Groups OOCInfo RP Information OOCInfo Hall of Fame OOCInfo Newbie-Helpers OOCInfo Player Awards OOCInfo Spheres-CharGen OOCInfo TP-Facilitators 01/11/1999: 09/21/1998: ICInfo Rumors ICInfo Rumors OOCInfo Admin OOCInfo Changes OOCInfo Changes OOCInfo Groups OOCInfo Spheres OOCInfo Independents 09/17/1998: 09/16/1998: OOCInfo Changes ICInfo IC Events OOCInfo Policies ICInfo Meetings-LC OOCInfo Disguises OOCInfo Changes OOCInfo RP Systems OOCInfo OOC Events OOCInfo Mail System OOCInfo Meetings-Players OOCInfo Thing-Rooms OOCInfo Meetings-Seminars 09/02/1998: ICInfo IC Events ICInfo Meetings-Imperial Court OOCInfo Changes --------------------------------------------------------------------------- & RP Information & Information &Info --------------------------------------------- Last Updated: 01/18/1999 ---- To view a topic, type 'OOCInfo '. CharGen FAQ Groups Logging Resources Role-play Time * Denotes a new or updated entry --------------------------------------------------------------------------- & RP Systems & Systems --------------------------------------------- Last Updated: 09/17/1998 ---- To view a topic, type 'OOCInfo '. Battle Language Channels Combat Communicators Death Economy Duels Guildmail Languages Mail System Thing-Rooms Training System Transportation Warfare * Denotes a new or updated entry --------------------------------------------------------------------------- & Calendar --------------------------------------------------------------------------- Though local planetary cycles may vary from that of Kaitain, official business and correspondence throughout the Imperium is conducted using the Imperial Calendar. The Imperial Calendar has 6 days in the week: Sadai, Madai, Gwenzai, Zhanzai, Friizai, and Siidarazai, and 12 months in the year: neSheustim, naSaudrim, neFrekim, nAvlardim, naShadmim, noCornim, nElroodim, niMiklim, nEzhrim, nIstaivim, nAlmanim, and nAudrim. See also 'OOCInfo time'. --------------------------------------------------------------------------- & Channels --------------------------------------------------------------------------- Dune III uses the built-in chat system that comes with mush code. For the complete channel list, type '@channel/list'. To join a channel, type '@channel =on'. For more information on channels, see 'help @channel'. +Admin - The admin channel. Admin only. +Arbiter - A place to contact the arbiters. +Code - A place for coders to hang out and help each other. +Newbie - The channel for newbies and newbiehelpers. +Recruiting - A public channel for recruiters and "unemployed" players. +Theme - A channel to discuss issues related to the Dune theme. Then there are the faction related channels, like +Atreides, and +Harkonnen. These are used for OOC discussions relating to the faction. They are only for members of the faction and others who are invited. --------------------------------------------------------------------------- & FAQ --------------------------------------------------------------------------- Dune III Frequently Asked Questions: 1. Why is this mush called Dune III? 2. What does OOC and IC mean? How can I tell who's IC? 3. What do I do if someone bothers me OOC? 4. What's the difference between this place and Dune the book and movie? 5. What's a faction? 6. How does combat work? 7. How tough are Sardaukar? 8. Who's in charge around here? 9. What do I do if I think the rules are bogus? 10. Where can I get MUSH coding information? 11. How do I get more MUSH coins? How do I get more Quota? 12. How can I earn an admin position here? 13. Are there other Dune mushes and muds? 14. How do I pay for weapons, drinks, IC mail, space travel, etc.? 15. So, why is there no micro economy on Dune? 16. But what if I want to play a non-faction person, such as a shopkeeper, a street urchin, a courtier, or a bartender? To read the answer to a FAQ, type "OOCInfo FAQ #" --------------------------------------------------------------------------- & FAQ 1 --------------------------------------------------------------------------- Why is this mush called Dune III? Once upon a time there was a game called DuneMUSH, based on the _Dune_ series of books by Frank Herbert. The players of DuneMUSH enjoyed it there, enjoyed RPing and coding and learning about MUSHes and each other. When DuneMUSH closed, in August 1994, five of its players got together and decided to start their own Dune-themed MUSH. DuneMUSH was the first, so the next one was ... Dune II. Then, D2 closed, and some more players from there got together and, wanting a Dune-themed MUSH but thinking they could do even better, developed this place: Dune III, which we hope will carry on the tradition of its ancestors. --------------------------------------------------------------------------- & FAQ 2 --------------------------------------------------------------------------- What does OOC and IC mean? How can I tell who's IC? OOC means "Out Of Character," and refers to the times that a player is hanging out, chatting with friends about real life, etc. IC means "In Character." A player who is set IC has stepped into their Dune role. You can change your IC/OOC status by typing "+set IC" or "+set OOC". Whenever you encounter someone on the MUSH, you should determine whether they are IC or OOC, and approach them accordingly. For example, when meeting your House Head ICly, you might snap to attention and address him as "Sire," but if you bumped into him OOCly you would probably greet him in a totally different manner. It's important to always keep separate your IC and OOC personae -- not to use information ICly that you learned OOCly, and not to let your OOC relationships spill over into your IC role-playing (or vice versa). You might be best friends with someone in real life, but their worst enemy IC. That's part of the fun of a MUSH. You can tell if someone is IC or OOC three ways: first, the "who" screen shows the IC/OOC status of all connected players. So, you can type "who Bob" to quickly see if Bob is IC or OOC. Second, you could type "+finger Bob," and see his IC/OOC status along with other +finger information. Third, you can type "who/here" to see the IC/OOC status of all players in your location. --------------------------------------------------------------------------- & FAQ 3 --------------------------------------------------------------------------- What do I do if someone bothers me OOC? If you are being bothered or harassed by someone OOCly, the first thing to do is politely ask them to stop. Often a player does not realize they are acting rudely, and will quickly stop the offensive behavior if asked. If asking them to stop does not work, all you probably need to do is leave the room (if they are talking to you) or page-lock them (if they are paging you). Type "help @ulock" for details on how to page-lock someone. Most always, simply walking away from someone who is bothering you will solve your problem. Unfortunately, simple measures like these will not always stop harassment. In these rare cases, the best solution is to ask an admin for assistance. Admins are glad to rescue you from rude or harassing players. --------------------------------------------------------------------------- & FAQ 4 --------------------------------------------------------------------------- What's the difference between this place and Dune the book and movie? There are a few important variations between Dune III the MUSH and _Dune_ the book. First and foremost, RP on Dune III takes place primarily on Kaitain, and focuses on interaction between Landsraad Houses. Arrakis is not a site for RP, and the Fremen are not an active faction on the MUSH at this time. Secondly, Dune III takes place in the year 10,091, one hundred years before the beginning of the book. Because of this time shift, all of the feature characters we've come to know and love are either non-existent or just children. Dune III strives to retain the essence of Frank Herbert's _Dune_ as closely as possible. Minor changes in thematic issues have been made to accommodate playability issues, but for the most part you will find that the world of Dune III closely mirrors that of _Dune_. The differences between Dune III and David Lynch's _Dune_ movie are so numerous they cannot all be listed here. (A couple of examples: on Dune III, we do not have the "weirding module" sound guns; also Bene Gesserit Voice sounds like ordinary speech to the untrained listener). Lynch's vision of Dune diverged drastically from Herbert's, but a good rule of thumb for players of Dune III: Whenever the book disagrees with the movie, this MUSH follows the book. --------------------------------------------------------------------------- & FAQ 5 --------------------------------------------------------------------------- What's a faction? A faction is a group of players who work together towards a common IC goal. For example, a Landsraad Great House is a faction whose goal is to procure wealth and political power. Most factions are Great Houses. Non-Landsraad factions, such as the Bene Gesserit, the Bene Tleilax, and the Spacing Guild have other, often unknown or mysterious goals. CHOAM's goal is to spread fortune everywhere, especially to its own directorate. In order to RP on Dune III, you need to join a faction. Players are not able to +set IC until they have been grouped by a faction. You will find information on the various factions in 'OOCInfo Factions' and on the web site (see 'OOCInfo Web'), that will help you get started in deciding which faction to join. You may also want to chat OOCly with members of the factions that sound interesting to you. --------------------------------------------------------------------------- & FAQ 6 --------------------------------------------------------------------------- How does combat work? On Dune III, combat between players could become a common event. If you are waging war on a large, inter-faction scale, there are rules for the admins to use to determine the outcome. Usually though, combat is of the one on one, up close and personal variety that made _Dune_ by Frank Herbert so exciting. On Dune III the emphasis is on role-playing, and the combat system is no exception. Players decide to enter into combat with one another, and the combat system looks at the statistics for each character, and informs them (and only them) as to the result of the combat. It is then up to the players to role-play the outcome in a larger, more public and grandiose fashion. You might find out you lose, but at least you can role-play a heroic "swan song" ending to your character. Not many people get to write their own death scenes! For more info, see 'OOCInfo Combat'. --------------------------------------------------------------------------- & FAQ 7 --------------------------------------------------------------------------- How tough are Sardaukar? The Sardaukar are the legendary soldiers of House Corrino. It is generally known that one Sardaukar is worth five Landsraad conscripts, and maybe more than that. It is important to remember that on a one-on-one basis, while formidable, Sardaukar and other soldiers may meet their match in a highly trained Swordmaster, Assassin, or other individual. The 5:1 (or greater) kill ratio thus does not apply when player-character Sardaukar meet other player-characters. The individual combat system will resolve these conflicts like any other fight. --------------------------------------------------------------------------- & FAQ 8 --------------------------------------------------------------------------- Who's in charge around here? The admin team have set up Dune III to be self-sufficient. OOC issues are handled by the admin team, while IC issues are handled by those whose props are affected by RP (see 'OOCInfo Consent' and 'OOCInfo Props'). --------------------------------------------------------------------------- & FAQ 9 --------------------------------------------------------------------------- What do I do if I think the OOCInfo or ICInfo files are bogus? Use the +typo system (see '+help +typo') if you think there's a minor problem with the files. If you believe there to be a major problem, starting a discussion about it on the -players mailing list (see 'OOCInfo Mailing Lists') would be a good idea. Please remember that we abide by the principle of consent (see 'OOCInfo Consent'). --------------------------------------------------------------------------- & FAQ 10 --------------------------------------------------------------------------- Where can I get MUSH coding information? The best resource for information on PennMUSH code (the code used by Dune III) is the PennMUSH web site, at http://www.pennmush.org/. The best resource for coding within that environment is the MUSH Manual by Amberyl (Lydia Leong). The MUSH Manual is highly suggested reading for anyone who wants to learn about PennMUSH code. The latest version of the manual is available at http://www.godlike.com/. --------------------------------------------------------------------------- & FAQ 12 --------------------------------------------------------------------------- How can I earn an admin position here? The admin team is currently not looking to expand. When we choose to add more to our team, we'll send an announcement to the -players mailing list (see 'OOCInfo Mailing Lists'). --------------------------------------------------------------------------- & FAQ 13 --------------------------------------------------------------------------- Are there other Dune MUSHes and MUDs? For up-to-date information about other Dune-themed MU*s, see http://www.fremen.org/muds/. --------------------------------------------------------------------------- & FAQ 14 --------------------------------------------------------------------------- How do I pay for weapons, drinks, IC mail, space travel, etc.? Dune III uses a macro-based economy. Micro-items such as the ones in the question are assumed to be purchasable by any member of a faction, provided that member's faction head would allow for such an item (see 'OOCInfo Economy'). --------------------------------------------------------------------------- & FAQ 15 --------------------------------------------------------------------------- So, why is there no micro economy on Dune? The first reason is that in our experience micro economies have been flawed in that they are generally mere slivers of a total economy. Generally, people only spend IC money for coded objects that they want, while they ignore the underlying costs that would and should cost IC money as well. For example, who would spend solaris on deodorant or perfume? Or daily necessities like food supply? The answer is that nobody wants to be troubled with worrying about things like that, since this is the sort of mundanity we're trying to avoid. People will, however, spend solaris on things like swords and armor. The fact that certain coded items have 'market value' while other items don't demonstrates the problem with a mush micro-economy: it's impossible to simulate adequately. The second reason is simpler: we're not worried about stuff like this. We're concerned with large-scale, faction-level conflict. Most people will be relatively high-level, the kind of folks who will be well-equipped. We want people to be untroubled by the annoying details of VR, and to get to RP as soon as possible. --------------------------------------------------------------------------- & FAQ 16 --------------------------------------------------------------------------- But what if I want to play a non-faction person, such as a shopkeeper, a street urchin, a courtier, or a bartender? See 'OOCInfo Independents'. --------------------------------------------------------------------------- & quota --------------------------------------------------------------------------- Registered players will be given a quota of 5 for personal use. Each Faction will have a builder character, which will be given quota of 75. If you want more quota, please request more from a Building Sphere Admin. They will review the use of your current quota, and based on that, make a decision as to how much additional quota you will receive. Warning: if your current quota is being misused, you may actually lose quota. See 'OOCInfo Building' for proper building policy. --------------------------------------------------------------------------- & resources & internet & web & mailing lists --------------------------------------------------------------------------- Mailing lists (all @fremen.org): dune3-admin - closed to admin only, but any player wanting to contact the admin should send mail to this address. dune3-announce - open to anyone for announcements about Dune III dune3-heads - closed to faction heads and admin only dune3-players - open to all players for general game-related discussion dune3-readers - open to any player for dissemination Dune III RP logs NOTE: All information on these lists is considered OOC unless specified otherwise. To subscribe to a list send email to 'majordomo@fremen.org' with 'subscribe ' in the body of the message. Web site: http://www.fremen.org/muds/dune3/ --------------------------------------------------------------------------- & time --------------------------------------------------------------------------- No character on Dune III will be required to deal with the prescience that Muad'Dib experienced after taking the Water of Life. But everyone will need to interact with other players who will be in 23 different time zones, using only typed-text to portray speech and action, things which tend to be much faster in RL. So, the basic guideline for time on Dune III is that time is determined by Role-Play. In other words, time progresses as fast (or as slow) as RP does. Generally, time will flow in a four to 1 ratio: four IC days to 1 RL (real-life) day. One IC year therefore should be three RL months. There will be a Landsraad Congress session every IC year, but that session may be altered due to RL constraints, the years will progress according to the LC sessions. Similarly, RP'ing a combat scene may take an RL hour, when ICly it takes only a few minutes. See also 'oocinfo calendar'. --------------------------------------------------------------------------- & style --------------------------------------------------------------------------- So when you're RPing, don't forget to monitor your 'pose/speak ratio', show them and don't tell them, work for personal flare and style, and keep the timing and flow of RP going. --------------------------------------------------------------------------- & fleshing-out --------------------------------------------------------------------------- By the term 'fleshing-out', we don't mean for you to craft and smith your characters into images of the suspensor-boy himself, Vladimir Harkonnen. :) Where and When were you born? Who were you parents? How many siblings were there and which position were you in the order? What was the most significant event in your childhood? Adolescence? Adulthood? What is it you most want? What do you fear more than anything else? Where do you place your primary loyalties? And how do you prioritize them? How do you spend an hour of leisure time? --------------------------------------------------------------------------- & economy --------------------------------------------- Last Updated: 07/10/1998 ---- "Fortune Passes Everywhere." For an explanation of the economic system of Dune III, please read our 'Economy Guide' on the Dune III web site under 'Guides': http://www.fremen.org/muds/dune3/ If you do not have web access, send e-mail to dune3-admin@fremen.org requesting a copy of the Guide. --------------------------------------------------------------------------- & timeline --------------------------------------------------------------------------- The game begins in the year 10,091, 100 years before the events in the book _Dune_. --------------------------------------------------------------------------- & logging --------------------------------------------------------------------------- 'Logging' refers to the use of TinyFugue or other client to capture what text appears on the game. It is not required for Role-Playing an event. However, logging of an event may prove helpful in developing plots or resolving conflicts when outside or third party intervention is required. Logs are to be deemed as OOC information, unless otherwise stated, and should therefore not appear in reference during IC events. --------------------------------------------------------------------------- & age --------------------------------------------- Last Updated: 06/30/1998 ---- Education, training, and experience affect a character's age and this should be reflected in one's role-playing. The following chart should assist you in determining your character's age: Training / Education Years added Base Age 16 - 21 Swordmaster 8 - 12 Mentat, Generalist 15 - 25 Mentat, Simulationist 25 - 35 Mentat, Advisor 35 - 45 Warmaster 15 - 30 Siridar 10 - 30 Military, low-range officer 5 - 10 Military, med-high range 10 - 30 Diplomat 10 - 30 Bene Gesserit 10 - 30 Assassin 8 - 12 These are recommendations, of course, to assist you in fleshing out your character. You will, however, be subject to justifying your IC age if it is found to be inordinately young. *NOTE* 14 is the youngest age allowed. --------------------------------------------------------------------------- & Places --------------------------------------------- Last Updated: 06/28/1998 ---- Places code allows you to create virtual areas within a room without creating database-bloating objects. Players can then join the places where they can speak to other players without spamming an entire room with their conversation. For a list of commands see: +places/help To setup a room to use places code: OOCInfo Places-Install --------------------------------------------------------------------------- & Places-Install & Places-Install1 --------------------------------------------------------------------------- Follow the steps listed below to create places in your room. If you notice any problems @mail Rob. 1. Parent your room to the Places Code Parent(#159) @parent here=#159 2. Set your room !NO_COMMAND. This allows you to use the places commands on the parentable. @set here=!no_command (continued in Places-Install2) --------------------------------------------------------------------------- & Places-Install2 --------------------------------------------------------------------------- 3. Set your room description. @describe here= Note: If you include the name of a place within your room description it's a good idea to hilite it with emph() so players can easily see it's there. ex: @describe here=A large [emph(h,table)] sits against the back wall of the room. (continued in 'Places-Install3') --------------------------------------------------------------------------- & Places-Install3 --------------------------------------------------------------------------- 4. Set the general information about the place you're creating. The information attribute for a place is in the format: &place__info here=||| Example: &place_table_info here=side table|A small wooden table surrounded by three chairs.|3|At the table The fields for name, description, and max size should be obvious. Prefix is what is prepended to messages when players use the places talk command (pt). (continued in 'Places-Install4') --------------------------------------------------------------------------- & Places-Install4 --------------------------------------------------------------------------- 5. Set the messages for when a player joins or departs a place. The message attribute for a place is in the format: &place__msgs here=|||| | join - Shown to the player joining a place. ojoin - Shown to the players at the place the player joins. oxjoin - Shown to all others in the room when a player joins. depart - Shown to a player when they depart. odepart - Shown to the players at the place the player departs. oxdepart - Shown to all others in the room when a player departs. These follow the behaviors of the enter and leave attributes. See 'help @oenter' or 'help @oleave'. %-substitution does work in the messages. %N is automatically prepended to the o- and ox- msgs. (continued in 'Places-Install5') --------------------------------------------------------------------------- & Places-Install5 --------------------------------------------------------------------------- 5. (cont) Example: &place_table_msgs here=You take a seat at the table.|joins you at the table.|sits down in one of the chairs at the table.|You stand up from the table.|leaves %p place at the table.|stands up from %p place at the table. (continued in 'Places-Install6') --------------------------------------------------------------------------- & Places-Install6 --------------------------------------------------------------------------- 6. This part is optional. You can safely ignore it if you like. It provides a way to prevent players from watching a place or to make the place 'noisy'. Noisy means any talk will be propagated to the entire room as if it was being watched. This would be useful for areas which would normally be considered a center of attention, such as a fountain in the middle of an open square. &place__wstatus here= Status: 0 - Default. Place can be watched and is not noisy. 1 - Place cannot be watched. 2 - The place is noisy. All players in the room are treated as if they're watching the place. (continued in 'Places-Install7') --------------------------------------------------------------------------- & Places-Install7 --------------------------------------------------------------------------- 6. (cont) Example: &place_table_status here=2 This means the table can't be watched with the 'watch' command, but it is noisy. All players in the room will receive the places talk (pt) messages from the table (with the speech removed). You're done! Create as many places as you want be repeating steps 4-6. Just make sure each has a unique place name or you'll overwrite existing place information. --------------------------------------------------------------------------- & policy & policies --------------------------------------------- Last Updated: 02/08/2001 ---- To view a topic, type 'OOCInfo '. All players are expected to abide by the following policies: AUP Building Consent Disguises Copyright Espionage Etiquette Mission Statement *Multiple Characters Names Props Puppets Sanctions * Denotes a new or updated entry --------------------------------------------------------------------------- & aup --------------------------------------------------------------------------- All players who connect to Dune III agree to abide by the policies set forth by the Administration (see 'OOCInfo policies'). Any player who violates these policies will be subject to the sanctions listed in 'OOCInfo sanctions'. - Intentionally trying to damage the MUSH database, server, or site (this will result in @nuking, site-banning, and contacting your sysadmin.) - Lying to an admin - Subverting or circumventing any MUSH-coded system - OOC harassment, including prejudicial statements about ethnicity, gender, sexual orientation, etc. - Spoofing another player --------------------------------------------------------------------------- & Building --------------------------------------------------------------------------- Building (created rooms and exits) is restricted to builder characters. Only faction heads have access to builder characters. For more information on building policy, please read the Building Guide, which can be either found on the web site or sent to you by the Building Sphere Admin. Building code supported here type "OOCInfo ": Places Zones * Denotes a new or updated entry --------------------------------------------------------------------------- & consent --------------------------------------------------------------------------- Keeping in mind our goals (see 'OOCInfo mission statement'), we allow everyone who connects to the game to play by consent. Playing by consent means that nothing can happen to a person's character without the player's consent. Your character cannot be forced to die, no matter how well planned the murder plot is, if you do not consent to be the victim of that plot. No one else can force you to describe your character in a particular way or to pose him, her, or it in a particular way. Consent ends exactly where the bounds of the character do. You alone determine the actions and reactions of your character, but this is true for each character and each player: you cannot refuse to consent that someone else has swung a sword at your character, but you can decline to have your character immediately decapitated by it. Accordingly, you can invoke consent to avoid character death or injury, but not to avoid exile, loss of title, or another character's IC feelings toward yours, none of which are your character's action or reaction. Important Note: this definition is entirely separate from the question of when it is reasonable to invoke consent (see 'OOCInfo consent abuse'). Continued in 'OOCInfo Consent2'. --------------------------------------------------------------------------- & consent2 --------------------------------------------------------------------------- Without a Game Master or judging system overseeing plots and actions, it is up to each player to resolve conflicts and decide on outcomes. This should always be done in cooperation with other players involved. Some players will choose to resolve disputes themselves; others will want to have an unbiased third party act as arbiter. Both methods are fine, as long as everyone involved agrees to solve problems that way. Players should have the right to select whomever they want as an arbiter, although the Admininstration does publish a list of recommended arbiters who have demonstrated mastery of both theme and role-play (See 'OOCInfo arbiters'). Another way for a group of players to decide on outcomes of RPs is to designate a TP-Facilitator by consenting to have that person manage a tiny-plot. Again, anyone can be a TP-Facilitator, although the Admininstration does publish a list of recommended TP-Facilitator who have demonstrated mastery of both theme and role-play (See 'OOCInfo TP-Facilitator'). Continued in 'OOCInfo Consent3'. --------------------------------------------------------------------------- & consent3 --------------------------------------------------------------------------- Since everyone participates on a consent basis, the Administration does not make rules as to what can and cannot be done ICly. We do provide guidelines for RP within the Dune theme through 'info' documentation (see 'info'), but it is ultimately up to the players to agree, or consent, to play with those guidelines. It is, for example, possible for someone to claim to have a stone-burner which can destroy a planet. However, it is NOT required that people, especially the prop-controller of that planet, play along with such a thing. It is every player's right to say "No. I think that unbalances game play and is unfair. I will not go along with that." See 'OOCInfo consent abuse', 'OOCInfo props', 'OOCInfo arbiters', and 'OOCInfo TP-facilitators'. --------------------------------------------------------------------------- & consent abuse --------------------------------------------------------------------------- Say, for example, Feyd Rautha waltzes into the bar and insults Gurney Halleck multiple times. A fight ensues, and Feyd's player agrees that Gurney will win the conflict. They RP the outcome, but afterward Feyd continues with insults. ICly, Gurney would want to kill him outright, and talks to Feyd's player about it. Feyd's player decides he would not like his character to die, and refuses, but continues with the insults. Gurney is left in a position of not responding appropriately to IC actions against him, and Feyd then boasts about how he insulted Gurney and came away clean. This example of a player purposefully baiting another player and then refusing to accept consequences is not so much a violation of the "consent rule" as it is the abuse of consent. You can't force someone to consent to what you want but, at the same time, a person who refuses to consent in a way that is felt to be unfair may find that other people do not enjoy playing with him or her. If you willingly get your character into a situation like the one above, be an adult about it and work things out to their logical conclusion. If you are unwilling to accept the consequences of certain actions, DO NOT take those actions. Everyone has a responsibility to play in a mature fashion. --------------------------------------------------------------------------- & copyright --------------------------------------------------------------------------- Dune III exists as a database on a computer under the control of an administrator, and as such belongs to the administration. As a player, you agree to assign copyright of anything in the database to the administration or to waive copyright and place it in the public domain, as a condition of playing. The former is assumed unless the administration is otherwise notified. The administration recognizes that the work of a coder or builder (defined as the player who coded or built the objects and/or their attributes) is theirs to distribute (or not) as they see fit. Objects, code, etc, will never be copied without permission of the object owner, though the admin reserve the right to nuke objects or code. The Dune theme, Dune_Chronicles, and all material directly related to or derived from Dune is the legal and intellectual property of the estate of Frank Herbert. Dune III hopes that its use of the Dune theme will not be considered an infringement of copyright law or a challenge to Herbert's artistic license. --------------------------------------------------------------------------- & Disguises --------------------------------------------- Last Updated: 10/17/1999 ---- Dune3 has a strict policy around names and naming convention. (Please refer to "OOCInfo Names".) It is encouraged that one does not change their IC and OOC name to avoid confusion. This means when you want to disguise yourself, you need to find other means to doing so. This document will go through just ONE potential example of what you might be able to do to disguise yourself. There are many different ways to approach this and simply require creativity on your part. So how does one do this? Well, the answer is simple, consent. Use descriptions, poses, +sooc, pages, and reacting accordingly to create the right atmosphere. Continued in 'OOCInfo Disguises2'. --------------------------------------------------------------------------- & Disguises2 --------------------------------------------- Last Updated: 09/17/1998 ---- Okay... how about an example. First off, you must remember to not assume from just looking at the name on the screen that you know the person. That's bad RP form. Keep that in mind when interacting with others. One way to alert people in the room that you're in disguise is to pose immediately when you enter. Try something like.... You hobble in with a large cloak about him. The only thing distinguishable is a thin nose that peers out from beneath a hood and a cane that hangs from one of the sleeves. Don't forget to also change your description accordingly! If you are afraid that pose isn't enough to alert people, you can add on the end.... Continued in 'OOCInfo Disguises3'. --------------------------------------------------------------------------- & Disguises3 --------------------------------------------- Last Updated: 09/17/1998 ---- Now, let's say someone walks into the room and assumes they know who you are and bow or say hi, using your IC name. You can resolve this several ways depending upon what you two agree upon: 1) Perhaps he/she has enough perception to realize that is you and you decide to play it out as if someone did recognize you. 2) You page or +sooc him/her and inform him/her that you are in disguise and to please act appropriately... direct him/her to look at your description please. Then retcon the pose. 3) You can page or +sooc him/her and let him/her know you are in disguise. Then chose to IC'ly simply ignore the welcome. Continued in 'OOCInfo Disguises4'. --------------------------------------------------------------------------- & Disguises4 --------------------------------------------- Last Updated: 09/17/1998 ---- 4) Make your next pose include something to indicate that you are in disguise (i.e., You turn his hooded head towards the doorway. His form is completely hidden. With but a small casual glance, he turns back to where he was looking before... or so it can be assumed for the eyes and face are still hidden.) Anyway, these are just suggestions. Feel free to be creative and above ALL else, be polite! Remember, we are not here to get mad at the other player. It was a simple mistake. Anyone could have done that. Correct and move on. --------------------------------------------------------------------------- & espionage --------------------------------------------- Last Updated: 07/25/1998 ---- The art of espionage is a delicate trade. A feint within a feint within a feint. It involves the delicate placing of people and buying of resources. It includes working with different sources and deciphering the truth. And most of all, it is a game of strategies and patience... much like cheops. On Dune III, espionage is portrayed through use of the Mentat system. It can be both played online, using players involved in the plot, and offline, having results mailed back and forth between involved parties. Events that were Role-played as part of an espionage plot should be logged (See 'OOCInfo logging') so that it can be tracked for the mentat system. Results of the events and information are all given on a consent basis. See 'OOCInfo Mentat', 'OOCInfo consent', and 'OOCInfo Policy' for more information --------------------------------------------------------------------------- & Etiquette --------------------------------------------- Last Updated: 02/15/1999 ---- There are certain rules (call them etiquette, manners, good form, or whatnot) that have developed over the past half-decade or so of MUSHing. They are not set in stone, but rather a set of guidelines that, if followed, will tend to make you appear "clueful" rather than "newbieish" or, in more extreme circumstances, obnoxious. 1) When roleplaying, never do anything to ruin other players' suspension of disbelief. For example, do not use make OOC comments (with an emitter or otherwise) unless absolutely necessary (which is virtually never). If you must interject OOC information and cannot do so by page or IC emit, multipage is the least intrusive means of doing so. Never, never crack OOC jokes in a scene. Continued in 'OOCInfo Etiquette2'. --------------------------------------------------------------------------- & Etiquette2 --------------------------------------------- Last Updated: 02/15/1999 ---- 2) This is a text-based medium. Use proper spelling and grammar. The only exception is when your character ICly speaks with poor grammar. Even then, limit your deviation to speaking, not posing. Similarly, bear in mind that text scrolls off screens rather quickly, especially in large scenes. Do not spam. Ask yourself, "Is a 10-line pose really necessary in these circumstances? Is anyone actually going to read my two-page description of myself or rooms I build?" 3) Bear in mind other limitations of the medium. People are not always online at the same time, or have slow links. It is hard to tell if people are being sarcastic or not when you cannot see their face. A good player is always aware of these types of limitations and tries to avoid misunderstandings that can result from them. Continued in 'OOCInfo Etiquette3'. --------------------------------------------------------------------------- & Etiquette3 --------------------------------------------- Last Updated: 02/15/1999 ---- 4) Do everything you can to foster RP, at all times. Over time, a MUSH can develop OOC cliques which tend to chat rather than RP. Chatting is great, but do it by paging, or at a chat MUSH, _while_ you RP. 5) When using @channels, be sure that your comment/question is posed to the proper channel. The channel is the catch-all for any random conversation you choose. 6) When in a room that has places code installed (See 'OOCInfo Places'), be sure to make use of it. Typically, the events within these rooms have multiple people, not all (or even many) of whom are paying IC attention to you and the place at which you are joined. Take care not to speak or pose to the entire room when only those who are at your place would likely notice. Example: you sit at your faction's table at the Landsraad Congress. You decide to give a dismissive wave at someone's words to the assembly. This pose is proper for your place but wholly improper for the entire room. --------------------------------------------------------------------------- & mission statement --------------------------------------------------------------------------- Frank Herbert's _Dune_ won the Hugo and Nebula awards when it was published in 1965, and has since become the best selling science fiction novel ever. His masterful combination of political, religious, and ecological themes and his ability to create vivid characters and settings have captured our hearts and minds. Dune III was created for two reasons: to explore through interactive role-play the universe described in Herbert's works and to have fun doing it. To that end, the administration has written guidelines and information files for all players who connect to Dune III. If everyone heeds the guidelines, then everyone will have fun. --------------------------------------------------------------------------- & multiple characters --------------------------------------------- Last Updated: 02/08/2001 ---- Players are allowed to up to 2 active characters (alts) on Dune, one main character and one secondary. The characters are to maintain different positions in each faction. For example, a player cannot play a Suk in both House Atreides and House Harkonnen. But a player may have a Suk in House Atreides and a Mentat in House Harkonnen. Alt Restrictions: Alts are not allowed to be in the same room with each other. Alts are not allowed to interact with each other. You cannot have one alt give another alt information. Nor can you have one alt witness an action of another alt and then report that incident. If you create a third character, one of your other two characters must go inactive by leaving the grid, dying, or otherwise exiting the game. You'll need admin permission to create a third character. You are allowed to create a third character, as a temporary character made for a specific TP, providing that you have both Admin and Faction Head approval. This character will only be played for a limited duration. Restrictions still apply as above. We encourage TP characters and they always add an extra bit of fun. Please get admin permission before creating a TP character. See also 'OOCInfo puppets', 'OOCInfo independents', and 'OOCInfo espionage'. --------------------------------------------------------------------------- & names --------------------------------------------- Last Updated: 09/02/1998 ---- Your character's name must fall within certain guidelines set down by the MUSH administrators. Please follow them. 1) You may not use the name of a character from any of the Dune novels without prior permission from the admin. 2) You may not use names that are obviously from another genre/theme. 3) You may not use tasteless, vulgar, or offensive names. 4) The name you choose must be that by which your character is known ICly. It is discouraged to have different IC and OOC names. 5) The name must begin with an uppercase letter unless the character's culture (ie "d'Angelo") requires otherwise. 6) You must use a one-word name, e.g. "Leto" instead of "Duke Leto" or "Leto Atreides". --------------------------------------------------------------------------- & props --------------------------------------------------------------------------- What's a prop? In the context of the MUSH, a prop is something you control (either because you are loaned its control, or because you made it yourself). The objects your character has, whether virtual or MUSH objects, are props. So are the rooms owned by a builder character. Feature characters are themselves props; quite a few also administer props derived from the theme that are closely associated with them. Prop administration is to props as consent is to characters. If you are loaned a prop, then the final authority for that prop rests with the people who loaned it to you. Areas, organizations, people, places, and things may be designated as "props", belonging to a "Prop Controller", a person who is the authority and point-of-contact for that special item. Every major piece of building is a prop, as are special items (such as a Guild Heighliner), and organizations (such as House Atreides). The Prop Controller for an area is typically the person who controls the Builder Character for that area, or the person who is the IC head of that area. Some props may belong to the game as a whole (i.e., the admin), rather than to specific players. Continued in 'OOCInfo props2'. --------------------------------------------------------------------------- & props2 --------------------------------------------------------------------------- The Prop Controller is responsible for everything which happens to that prop. If, for example, the Emperor wants to attack the planet Caladan, he must negotiate this with the Prop Controller of Caladan. The Prop Controller is generally regarded as the authoritative source of information on that prop. It is up to him to decide what is and isn't reasonable in his area. It is generally a good idea to keep the Prop Controller informed of role-play that affects his area. If you don't inform the Prop Controller that you're taking action to affect something under his domain, then it is YOUR communication mistake; the Prop Controller cannot effectively broker information that he does not have, and if you neglect to tell him that you did something that affected his realm, it is perfectly within his prerogative to say, "No, that's not true." (Particularly if it's,"No, you didn't break into the CHOAM headquarters, because you neglected to ask me if it was guarded. Well, it is, by an entire brigade of Sardaukar!") Continued in 'OOCInfo props3'. --------------------------------------------------------------------------- & props3 --------------------------------------------------------------------------- Obviously, the Prop Controller, like all other players of the game,are expected to separate IC and OOC knowledge, and to exercise fairness and discretion in all judgments. Prop Control allows judgments to be made on the local level, thus freeing the admin from having to know every little thing that happens on the MUSH. It is expected that Prop Controllers will behave reasonably; the admin will be the final judge, if necessary, of what is "reasonable". Other props vary in size. The word can be used generically to refer to that which is not immediately part of a single character, much in the same way that the word is used in the theatrical sense. Props can change ownership, and can be removed from the game. The Wizards must be notified whenever a major prop changes hands. Continued in 'OOCInfo props4'. --------------------------------------------------------------------------- & props4 --------------------------------------------------------------------------- The final word that should be said here is that OOC configuration is not equivalent to IC configuration. By this, we mean that if you somehow manage to find your way into a restricted area, it does NOT mean that you have actually entered it IC. You are still required to talk to the Prop Controller to discover whether or not you could reasonably be there. The same is true for all other items and areas. Just because some quirk of the database (or PLAYER'S mistake) let you do something, doesn't mean that your CHARACTER has been able to do it. In order for this to work smoothly, and avoid holding up role-play, Prop Controllers are expected to answer inquiries (by +mail, if necessary) in some reasonable time frame. It is expected that routine play can generally proceed without requiring anything from a Prop Controller, but if you do anything that affects the prop in a substantial way, you should notify the Prop Controller, preferably ahead of time --------------------------------------------------------------------------- & sanctions --------------------------------------------------------------------------- Any player who violates the acceptable use policy (see 'OOCInfo aup') is subject to the following general sanctions, including but not limited to: 1. Warning, setting of SUSPECT flag 2. Setting of GAG flag for a while 3. @boot from the MUSH 4. @newpassword 5. Sitelock --------------------------------------------------------------------------- & puppets --------------------------------------------- Last Updated: 11/15/1999 ---- Puppets are considered a person's Props (See 'OOCInfo Props') and thus come under the control of the player. With that said, there are certain stipulations with the use of a puppet. 1. Puppets are not left in public areas unless designated to be there. 2. Use of puppets for OOC "spying", or listening in on other people's private conversations, is strictly forbidden and can result in both a loss of @quota and the puppet itself. 3. Puppets may not emulate PC character. In other words, they may not be named, described, or made in any other way to look like another player's character. If you need help creating a puppet, please refer to 'help puppets'. --------------------------------------------------------------------------- & Role-play & rp --------------------------------------------------------------------------- The art of role-play is to recreate 'life'. As such, the first step is to understand the life your trying to create by developing a background. A good background will provide information on where the character came from. It will identify major events in that character's past. From these events, it will develop the characters opinions and values. These opinions and values will determine how the character reacts to the events and thus the weakness & strengths. (continued in rp2) --------------------------------------------------------------------------- & rp2 --------------------------------------------------------------------------- Once the background has been established, it is time to have the character interact with others. This will allow for opportunities to show the character's strengths and weaknesses. It should be noted at this point that either attribute, strength or weakness, is subjective, just as it is in real life. Backgrounds are dynamic and should be updated regularly to reflect events in the character's life. (continued in rp3) --------------------------------------------------------------------------- & rp3 --------------------------------------------------------------------------- There is no one role-playing style that can claim to be the best. However, it is normally agreed upon that utilizing poses and avoiding direct displays of thought are generally good practices to follow. More detail on role-playing styles can be found off of one of the links on our web site. (continued in rp4) --------------------------------------------------------------------------- & rp4 --------------------------------------------------------------------------- During role-playing, it is important to understand the difference of In Character (IC) and Out Of Character (OOC). IC refers to events that occur during role-play that align with the tendencies of the character. IC also refers to knowledge that the character, through position or other means, should inherently have. IC information can be used during Role-playing. OOC refers to events that occur outside of role-play that do not align with the tendencies of the character. Generally, things such as pages, @mail messages, channel conversations or logs are considered OOC unless otherwise stated. (continued in rp5) --------------------------------------------------------------------------- & rp5 --------------------------------------------------------------------------- Finally, the objective of any Role-Play is to have fun. If it is no longer fun, people will stop doing it. Therefore, try to enjoy the experience and remember, everyone is in it to have fun! It's only a game!! --------------------------------------------------------------------------- & Battle Language ---------------------------------------------- Last Updated: 05/11/1998 --- Battle Language is not truly a language but a series of key words and gestures that can be used to convey simple phrases or ideas. While the things that may be expressed with Battle Language are extremely limited it makes up for it by being an almost undetectable form of communication. Only the most highly trained Bene Gesserit or Mentat can detect its use and then there is only a small chance that they can determine what was conveyed. Only Landsraad Houses, the Imperium, and other major factions have use of Battle Language. Unlike the native language system not everyone within a faction needs to know that faction's Battle Language. That is up to the faction head. (continued in Battle Language2) --------------------------------------------------------------------------- & Battle Language2 ---------------------------------------------- Last Updated: 05/11/1998 --- Examples of its use can be found in the first Dune novel. During the banquet scene on Arrakis when Jessica confronts the Guild Banker: "My son displays a general garment and you claim it's cut to your fit?" Jessica asked. ... He [Paul] had focused on the code word: garment. "Prepare for violence." In the above example it was decided by the Atreides that garment would act as a code word for 'prepare for violence.' We do not expect players to create such similar word for phrase substitution. The task would be impossible. Its assumed that the Battle Language for each faction can convey any simple non-abstract idea that you could have. Use your judgment. A signal for danger is acceptable while trying to say that you liked the Duchess' grey gown more than the green one with sparkles is not. (continued in Battle Language3) --------------------------------------------------------------------------- & Battle Language3 ---------------------------------------------- Last Updated: 05/11/1998 --- The format for the Battle Language command is: bl [ ]= This allows players to convey a phrase from 1 to 4 words in length. The is what is displayed to everyone in the room. If you were to recreate the previous example on the MUSH it would be typed in as follows. > bl prepare for violence=My son displays a general garment and you claim its cut to your fit? Everyone in the room sees: Jessica says, "My son displays a general garment and you claim its cut to your fit?" Everyone who knows the Atreides Battle Language would also see: Jessica (Atreides Battle Language): PREPARE FOR VIOLENCE For a list of commands see: blhelp --------------------------------------------------------------------------- & Communicators ---------------------------------------------- Last Updated: 05/11/1998 --- Communicators on Dune III provide two major functions. First, they are an IC means of communicating across long distances (within a planet). Second, they provide an interface to the MUSH transportation systems. Every non-Fremen player has the ability to use a communicator. If you feel you should not have access to one you can simply turn it off or ask an admin to disable it. A list of commands for the communication system can be found under '+com/help'. (continued in Communicators2) --------------------------------------------------------------------------- & Communicators2 ---------------------------------------------- Last Updated: 05/11/1998 --- There are two channel settings on every communicator: public and private. You can set them with the command '+com/chan ' Using the private channel allows you to engage in person-person conversations. This would be similar to cellular phones of today. The public channel acts more like a walkie-talkie. When on a public channel you can set your communicator to a frequency setting from 1 to 10,000 with '+com/freq '. Anyone who has their communicator set to the same frequency can listen and speak to you. This is useful if you wish to speak to more than one player. Beware that ANYONE on the same frequency may listen in. (continued in Communicators3) --------------------------------------------------------------------------- & Communicators3 ---------------------------------------------- Last Updated: 05/11/1998 --- Players who belong to a major faction have a third channel setting which is always active. This is a secure channel that goes to all members of their faction. '+com/fac ' is the command to use the secure channel. There is no way to turn this channel off so it should be used for official faction messages only. You can easily irritate other faction members with a bunch of spam if used indiscriminately. --------------------------------------------------------------------------- & Guildmail ---------------------------------------------- Last Updated: 05/11/1998 --- Guildmail is an IC means to send @mail to another player. There are no coded restrictions on where you can send Guildmail, just your common sense. If you're being held captive in a cellar, it would be very inappropriate to send guildmail requesting to be rescued. For help on Guildmail commands see: +help +gm --------------------------------------------------------------------------- & Languages ---------------------------------------------- Last Updated: 05/11/1998 --- The official language of the Imperium is Galach. Every player on the MUSH is assumed to be completely fluent with the language. When you say or pose a message, Galach is the language you are speaking. Even though Galach is the primary language it is not uncommon for home worlds of the Great Houses to have a native language. In these cases the general population is usually fluent in both Galach and their native language. Languages Subtopics: o Languages-Learning - How to learn a language o Languages-Owners - Information for language owners See '+language/help' for a list of commands. --------------------------------------------------------------------------- & Languages-Learning --------------------------------------------------------------------------- Whether or not a faction has a native language is left up to that faction's head. If you are in a faction simply speak to your head. If you wish to learn the native language of a faction different from your own you must talk with that language's owner. This is usually the faction head; you can check with '+language/list'. You must present an IC reason why your character would know that language. The language owner can then take whatever action they see fit. While the admin do not track languages you learn you should not learn more than one at a time. This is to keep balance within the game. If abuses are noticed a learning system will be implemented. --------------------------------------------------------------------------- & Languages-Owners --------------------------------------------------------------------------- Please keep in mind that native languages, for the most part, are not secure languages. They're similar to the different languages of the world today. Learning them simply requires time and commitment. The simplest check to players learning your language is by imposing a learning period. This is a time from when they request a language and when they can actually speak it. The period may vary depending on the application and the person wishing to learn the language. Acceptable ranges might be anywhere from 1 to 3 months. For someone to learn your language they must have at least some minimal contact with it. This does not necessarily have to be on a PC level. A diplomat assigned to your House or visiting for an extended period can pick it up by listening to guards or servants. --------------------------------------------------------------------------- & Death ---------------------------------------------- Last Updated: 05/11/1998 --- There is no health counter or wounds system used on Dune III. Everything is handled through RP. While players have the final say over what happens (or does not happen) to their characters, players should strive to keep a sense of fairness. No character is invincible. Those that are portrayed in such a manner will quickly find few people wanting to RP with them. If death is to be the ultimate outcome for combat or RP all players involved should agree on this beforehand. Setting guidelines or having Arbiters help oversee things can also lessen trouble down the road. --------------------------------------------------------------------------- & duels --------------------------------------------------------------------------- "And Paul recalled that Idaho had once said, 'Expect only what happens in the fight. That way you'll never be surprised.'" _Dune_ p.485 --------------------------------------------------------------------------- & warfare ---------------------------------------------- Last Updated: 08/26/1998 --- Warfare must follow the conventions laid down by the Great Convention. Of note is its reference to Kanly and the War of Assassins. As either action, and any conflict for that manner, affects the props owned by another, consent must be given by the receiving side. In warfare in particular, the Mentat Guide, found on the web site, should be reviewed and followed. Events should be Role-Play'ed online as much as possible to incorporate multi-player involvement. It is recommended that these events be logged for assistance in future plot development or resolution of conflict. See also: 'GC,' 'OOCInfo Consent,' and 'ICInfo Warfare'. --------------------------------------------------------------------------- & Thing-Rooms ---------------------------------------------- Last Updated: 08/18/1998 --- Thing-Rooms are objects that are actually a single THING-type object, but look and act like a 'real' room with exits to and from. Their primary purpose it to remove the burden from Builder Characters of building every faction member his or her own private room. Instead, a Builder can designate certain areas as Residential. Players can drop their own rooms in these locations and they will look like normal exits. The descriptions and code on these rooms are subject to the same rules as any other construction. Anyone wishing to make their own rooms should consult the relevant portions of the Builder Guide. Admin will not inspect all player rooms, but should we come across one that is not up to specifications, we may remove it. Likewise, the Builder of the room in which the Thing-Rooms reside may remove thing-rooms for any reason. For Builders to see how to set up a Residential area see: Thing-Rooms-Residences For anyone to see how to construct a Thing-Room, see: Thing-Room-Setup --------------------------------------------------------------------------- & Thing-Rooms-Residences ---------------------------------------------- Last Updated: 08/18/1998 --- For Thing-Rooms to appear properly, the Builder must do the following to the room they will reside in (container-room), (1) The container-room must have the MUSH Parent Room (#62) in its parentage and not have had the CONFORMAT or EXITFORMAT modified. (2) The room must have the attribute RESIDENTIAL set, e.g. > &RESIDENTIAL here=1 That is all that is required. It is recommended that you inspect the area frequently to make sure any rooms meet the Building Code. Any rooms that do not should be @tel'ed back to their owners or placed in an OOC area that you own. --------------------------------------------------------------------------- &Thing-Room-Setup ---------------------------------------------- Last Updated: 08/18/1998 --- Thing-Rooms have to be set up carefully to properly mimic the actions of a real room with real exits to and from. The first step is of course to create an object, > @create where is the name of your room. The name should be consistent with the Building Code, ' -- ().' Next, parent the object to the Thing-Room parent, > @parent =#286 The parent has a function that will set several things up automatically for you. To execute it do the following, > think u(/f_roomsetup) (Continued in 'Thing-Room-Setup2') --------------------------------------------------------------------------- &Thing-Room-Setup2 ---------------------------------------------- Last Updated: 08/18/1998 --- The hard part is next, coming up with descriptions. The external description of the room is equivalent to the description of an exit leading to a room. Set it using the familiar command, > @DESC = The internal description of the room, which is just what you would expect, what you see when you look at the room from the inside, is entered so, > @IDESC = There are two more items that need to be set. These will correspond to what the exits to and from the room appear as. They work almost identically to names of exits, > @EALIAS =;[;...] > @LALIAS =;o;out;[;...] Again, exit names should be within Building Codes; they must have an alias that is a compass direction, or up or down. (Continued in 'Thing-Room-Setup3') --------------------------------------------------------------------------- &Thing-Room-Setup3 ---------------------------------------------- Last Updated: 08/18/1998 --- This completes the basic setup of a Thing-Room. However, a note on some of their limitations and features, (1) They can only have one exit in and one exit back to the outside, but... (2) They are nestable. One dropped inside of another will work in an identical manner as those dropped in a room (the room containing other thing rooms must be set Residential just like a real room.) (3) You cannot look at the interior exits of the rooms. (4) The exit messages are, by default, the same as those generated by the MUSH Parent Exit. (5) You may customize the messages for entering and leaving the room, equivalent to the @succ, @osucc, and @odrop of an exit, by changing the @enter, @oxenter, and @oenter, and @leave, @oleave, and @oxleave, respectively. (6) @lock/enter and @lock/leave can be used to lock the 'exits' to and from the room. There are a number of fine code issues where Thing-Rooms differ from real rooms. Most will not be of concern to the average player. --------------------------------------------------------------------------- & Training System ---------------------------------------------- Last Updated: 07/30/1998 --- There are a number of types of training available. Some are used by coded systems; some are simply ways of keeping track of what kind of formal training you have. The training types available are: Basic BG Duel Intrigue Mentat Sardaukar Suk War For information on any one of these, see 'OOCInfo Training-.' Information for faction heads on assigning training is in 'OOCInfo Training-Heads.' Information on advancement is in 'OOCInfo Training-Advancement.' --------------------------------------------------------------------------- & Training-Advancement ---------------------------------------------- Last Updated: 07/30/1998 --- Advancement beyond what skills a character acquires during character generation are only possible through admin authorization. The guidelines below are rough estimates of what is required to advance. For a first advancement of most skills, a sufficient amount of time must pass after a character has gone through generation and has been RPing. The faction head needs to come forward to ask that the character be granted another point in a category, stipulating that the player has demonstrated quality RP skills and has RPed some training. For a second advancement of most skills and a first advancement of mentat, the same is required as before with additional information. The faction head must stipulate to the player's superior RP skills and must produce logs of training. For a final advancement, the player must have demonstrated through logs superb RP skills and must also produce logs of training. --------------------------------------------------------------------------- & Training-Basic ---------------------------------------------- Last Updated: 07/22/1998 --- Basic training is a low-level training that can be handed out to players who would have /some/ type of training, but do not have backgrounds that would provided them one of the high-level, specialized training types. In CharGen, the player will be able to assign two (2) training points in any combination to Duel, Intrigue, or War. This type of training would fit to a junior or former military officer (e.g. 2 War), young noble (e.g. 2 Duel), or a variety of other character types. See also 'OOCInfo Training-Advancement'. --------------------------------------------------------------------------- & Training-BG ---------------------------------------------- Last Updated: 07/22/1998 --- 'BG' is of course Bene Gesserit training. It covers all of the various skills of the BG, prana-bindu, Voice, weirding way, etc. There are three basic levels to BG training, Acolyte, Adept, and Reverend Mother. In CharGen, you will be given Acolyte level training. Only Admin can raise your level above this. BG training is not currently used by any coded systems. However, when (if) an active BG faction is incorporated into the MUSH, this may change. For now, players with BG training should RP their abilities and Arbiters can take BG skills into account. --------------------------------------------------------------------------- & Training-Duel ---------------------------------------------- Last Updated: 07/22/1998 --- Dueling is a not uncommon event in the feudalistic Faufreluches society. Many nobles of all levels will have some degree of training in the formalized, controlled combat-environment of dueling. There is a '+duel' command ('+help +duel') which takes duel training and PStats (OOCInfo PStats) into account when calculating a result. Duel training has a numerical value from 0-9, 0 being of course, no formal training, and 9 being some theoretical maximum. It is possible for players granted duel training by their Faction Head to raise it to 7 in CharGen (at the expense of any other training). Any levels higher must be granted by Admin after CharGen on a case-by-case basis. See also 'OOCInfo Training-Advancement'. --------------------------------------------------------------------------- & Training-Intrigue ---------------------------------------------- Last Updated: 07/22/1998 --- Intrigue training is a catch-all for education is the ways of assassins, poison, disguises, spying, and other various sorted occupations. This type of training would be appropriate for players with backgrounds in these areas. Intrigue is measured on a scale of 0-9. Players who obtain intrigue training from their Faction Head may raise it up to 7 in CharGen (at the expense of any other training). Any levels higher must be granted by Admin after CharGen on a case-by-case basis. Intrigue is a mostly RPed training that can be accessed by Arbiters when evaluated the success or failure of intriguing TPs. It also can have a small impact on dueling. See also 'OOCInfo Training-Advancement'. --------------------------------------------------------------------------- & Training-Mentat ---------------------------------------------- Last Updated: 07/22/1998 --- Mentat training is a very specialized form of training. In an age without computers, human minds have been trained to fill the vacuum and do so much more. Mentats must be male and be old enough to reflect the length of their training (see 'OOCInfo Ages'). A Faction Head may only assign Mentat training when there are no other Mentats in his Faction. There are three levels of Mentat training, Generalist, Simulationist, and Advisor. Players will be assigned Generalist training in CharGen. Any levels higher must be granted by Admin after CharGen on a case-by-case basis. A player's Mentat abilities will impact the quantity and quality of information he can extract from the Mentat System procedures. See also 'OOCInfo Training-Advancement'. --------------------------------------------------------------------------- & Training-Sardaukar ---------------------------------------------- Last Updated: 07/22/1998 --- This is a specialized form of combat training for troops of the Imperium. Sardaukar training has levels from 0-9, however, new Sardaukar come through CharGen with a level of 7. Any levels higher must be granted by Admin after CharGen on a case-by-case basis. Sardaukar training will impact dueling and can be used in Arbitrated RP for other types of combat or in the planning and execution of military actions (like War training). See also 'OOCInfo Training-Advancement'. --------------------------------------------------------------------------- & Training-Suk ---------------------------------------------- Last Updated: 07/22/1998 --- Suks are medical personnel with specialized conditioning that makes it impossible for them to cause deliberate harm another human (no Yuehs here). There are no levels to Suk training, one simply does or does not have it. Faction Heads may only assign Suk training when there are no Suks currently in their factions. Keep in mind what the combination of extensive medical training and conditioning would do to your character's base age (see 'OOCInfo Age'). No coded systems use Suk training, it is solely for use by Arbiters and as a title. --------------------------------------------------------------------------- & Training-War ---------------------------------------------- Last Updated: 07/22/1998 --- War training applies to the study of tactics, strategy, and other aspects of warfare. It is measured on a scale of 0-9. Players who obta