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![]() Planning an Area ![]() |
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I originally wrote the following article for The Mud Journal's Builder Bazaar. Planning an area is one of the most important aspects of building it. Unfortunately, sometimes the planning stops once a builder has a general idea of what type of area they would like. It is easy to be excited about an idea and rush headlong into building it without having thought it through. The first step in planning an area is to pick a topic. What, in general, will it be about? Once you have decided this, it may be tempting to jump into the editor, or file, and just start building. This is not a good idea. Each area should have a theme and history. A more fleshed out idea will be easier to build, and will produce better end results. Instead of saying this area is going to be a faerie area, for example, the area could be Tir Na Nog, a refuge for faeries from the world outside. Consider why they are where they are, and what they need to survive. Research an idea at a library, or on-line. Jot down notes as you go. After you have compiled a few pages of notes, take a small break. Look at the notes. What do you see that fits together? Just because something is cool, does not necessarily mean that it belongs in the area you are building. If you come up with something cool, that really does not fit the area you are working on currently, keep track of it for possible use in another area. Who knows perhaps it could spawn another complete area. Write a short story about the area. Do not worry about perfect grammar at this point; just see where it takes you. Let one idea lead to another. It does not matter if the story lacks cohesiveness at this point. Write ALL of the ideas that come to mind. Some will be good, some will not. Some that do not seem good the day you do it may spark something good the next day. Do not be critical of yourself and stop yourself from writing. If you think it, write it. Next try to answer practical questions like: What is the history of the area? How did the area get to be the way it is? How will the area evolve? What could it be like in one mud year? What could happen to get it there? How do the creatures interact with players? How do the creatures interact with other creatures? What happens if equipment is left on dead creatures? Does it just lie around on the ground cluttering the mud? Is there a creature that collects things and creates a treasure hoard? Do looters take it off the corpse, and sell it to shopkeepers? Will there be any quests as part of the area? Review everything you have done up to this point. Now try to write a cohesive theme for the area. Add as much detail as you can. After doing this, you should be ready to begin mapping. Again, this is still not the time to rush into the editor. Map out your area on graph paper, or draw it by hand, or draw it in a graphics application. However you do it, make a visual representation that you can look at when you are building the area. Even if your area has trick rooms and exits, mapping helps to create a well-designed area, and makes for a smoother building process. It is important to plan your area, not just build it. Areas that builders took the time to plan carefully generally appear more professional. They are easier to maintain and add to as well. Personally, I have never had an area that is completely done. Areas should evolve, just like code should. If an area is planned poorly, it may be difficult to follow the layout when the area is revised. |
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![]() The Art of Building: Copyright © 1998-2002 Michelle A. Thompson ![]() |