Topic: Connectivity

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          Dragon's Guide to Connectivity within the Mud
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DragonMud expands and contracts each month as new areas are built and 
old areas are retired.  Areas get retired when they become unused, 
abandoned, inaccessable (stranded or locked), unwanted, or outdated.  

Short of being retired, there is no fate worse than being stranded, 
(having no entrances).  Areas are frequently stranded when they are 
improperly connected to other areas.  

This document will explain how to connect your areas properly,
decreasing their chances of being stranded and consequently retired.

There are 5 major types of areas in DragonMud:
    Public areas, Sub-Zones, Establishments, Quests and Residences.

PUBLIC AREAS are the streets, roads, intersections of the mud.

  - Public Areas are ALWAYS connected to other Public Areas. 

  - Public Areas are created and modified ONLY by The Dragon.

  - Personal residences connected directly to a public area will
    usually become stranded when found.

  - Any Sub-Zone not directly connected to a Public Area runs an 
    extremely strong risk of becoming stranded/retired.

  - The express carriages and the circle of stones are public areas.

SUB-ZONES are identical to Public Areas, but are owned and controlled 
    by players other than The Dragon.  (ie: Edinbough, Soho)
    Permission must be granted by The Dragon before any sub-zone is

  - Sub-zones that aren't connected to Public Areas are FORBIDDEN!!!
    They aren't accessable enough and consume far too much space.
    (Sub-zones can connect to other sub-zones as long as they're 
    both connected to a public area)

  - Establishments can be built off of Sub-Zones, though quests and 
    personal residences are mildly discouraged.  If the sub-zone is
    retired (fairly unlikely), or the owner of the sub-zone changes 
    things around, there's no telling how many areas will be stranded.
    Since establishments are usually strongly tied to their surrounding
    area, it's no great loss if they're retired shortly after being

  - Quests stranded as a result of retirement or modification of a 
    sub-zone require work just to reconnect the part of the quest that
    got stranded.  It's easier to retire the entire quest if the 
    original builder isn't around to help repair it.

  - Personal residences are discourged in sub-zones because, unmonitored,
    they tend to swell into sub-zones of their own.  Owners of sub-zones
    are strongly encouraged to set limits on their residents.  
    (2-4 rooms is standard, and usually no more than 10 residences).

  - A map should be available for all Sub-zones.

ESTABLISHEMENTS are shops/taverns/buildings of varied purpose connected
    to Public Areas or Sub-Zones.   

  - Establishements can provide access to other establishments but it's 
    mildly discouraged.  When possible, all establishments should be
    connected to existing public areas or sub-zones, which makes them
    more accessible, and thus more used.  The more work it requires
    to get to a place, the less often it gets used and consequently 
    the more likely it will be retired.

  - Establishments built within quests are merely part of the quest.

  - Establishments built off of personal residences are forbidden.

  - Quests and Residences can be built off of establishements, with the
    same mild discouragement found under "Sub-Zones".

  - Permission to build an Establishment MUST be granted by the player
    whose area it's to be built off of.

  - The less accessable an establishement, the smaller and less complex 
    it should be.  (Accessability can be counted in minimum number of
    obvious moves from the Town Square, London)

  - Complex Establishments should be mapped and the map should be made
    publically accessable to all.  (contact The Dragon for help)

QUESTS are areas designed to be explored/solved/survived by players.  

  - Consulting The Dragon before building a quest is encourgaged.

  - Quests larger than 80 objects MUST be approved by The Dragon.

  - Quests can be built off of a residence, but MUST BE properly 
    connected to an existing Public Area/Sub-Zone/Establishement once
    they are completed.  Contact The Dragon to have your quest included
    in Quester's Rest's library of quests. 

  - Quests should be completely owned by an owner-group to keep its
    objects seperate from your residence/personal stuff.  That way, the 
    quest won't be retired even if your residence is.

  - Completed quests that aren't included in Quester's Rest are likely
    to be retired unless previous arrangments have been made.

  - Quests can be entirely contiguous, (where every part of the quest
    is accessible without going back to some public area), or scattered 
    about and connected to several different areas.  Scattered quests
    are encouraged because they're more interesting, but much harder to 
    build and run a higher risk of being damaged by other areas getting 
    stranded/retired.  The choice to build a contiguous or scattered
    quest is entirely yours.

  - If you build a scattered quest, do NOT attach parts of it to any
    residence, unless previous arrangements have been made, usually
    with The Dragon or sub-zone owner.  (Residences are frequently 
    retired, which will undoubtedly damage a quest in record time)

  - Residences are not to be built inside of quests either, it's bad

RESIDENCES are where the players of DragonMud live.
  - Residences shouldn't be attached directly to public areas or
    sub-zones.  They should be attached to establishements, such as
    The North East Tower, or the Knight's Inn, or other suitable

  - Residences should be SMALL.  If you're interested in building
    something more than 3 rooms in size, get permission to open an
    Establishment instead.  Residences should NEVER have more than
    20 exits all total.  

  - Space used by residences detracts from the amount of space
    available for use by more publically accessable areas.

Proper Connection Matrix:
Can one of   |   Be built off of one of these?      
   These:    |   
- - - - - - -+----------------------------------------------------+
             | Public | Sub-Zone | Estblshmnt | Quest | Residence |
    Public   |  YES   |    NO          NO         NO        NO    |
             |        +                                           +
  Sub-Zone   |  YES   |    NO          NO         NO        NO    |
             |        +----------+------------+                   +
Estblshmnt   |  YES       YES         YES*    |   NO*       NO    |
             |                                +       +-----------+
     Quest   |  YES       YES         YES     |   NO  |Temporarily|
             |--------+                       +       +-----------+
 Residence   |   NO** |   YES         YES     |   NO        NO    |

All YES's still require the permission of the owner of the area 
being built off of.

      YES*  = If approved by The Dragon.
       NO*  = Establishments built inside of quests are considered 
              parts of the quest, and not an establishment.
       NO** = Some gods and wizards have been given special permission.
Temporarily = Must be connected properly when completed.

See Also: Overview.