Dark Pawns

 // home / faq  ::home::  ::faq:: 


Concerning character creation…

Q: What are the races available on Dark Pawns, and what are the peculiarities of each?

A: Each race is best suited to it’s own native climate, and performs best in that environment. The preferred terrain type affects movement points consumed during travel. In addition, certain races have special abilities, which affect other aspects of play:

Dwarf – Typically found in mountainous terrain, dwarves are a noble race of demi-humans, which dwell under the earth, forging great cities and waging massive wars against the forces of chaos and evil.

Elf – Best suited to the forest, elves appear at first glance to be frail when compared to man. Though not as sturdy as humans, elves are much more agile.

Human – The most common race on this world, humans are the only race that can become ninjas, the dangerous oriental mercenaries. They adapt easily to most climates, allowing them to build cities in almost any location.

Kender – Performing fairly well in all climates, the kender is a specialized race. They have the ability to, unwittingly relieve others of possessions through the simple act of looking at them. This is known as “kender peek”. Certain physical restrictions, in accordance with MUD policy, automatically guard against this type of theft. Kender peek only operates if the kender in question happens to be flagged as an “outlaw”. Be aware, there are also kender mobs, which are unaffected by the policy.

Minotaur – Best suited to the forest, minotaurs are either cursed humans or the offspring of minotaurs and

humans. They are usually found dwelling in underground labyrinths, for they seem to have an innate ability to maneuver in these places, and do not often lose their sense of direction.

Rakshasa – Perform best in desert climates, rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate. Some say they are the embodiment of nightmares.

Ssaur – Reptilian creatures preferring the swamplands, ssaurs are a relatively new race in the world. They are a more evolved type of lizardman, and most are more intelligent than their aggressive ancestors.

Q: What initial character classes are available?

A: The classes initially available include the following:

Cleric –This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells.

Mage – This is the class of powerful and violent magick, but the mage also possesses the ability to cast many utilitarian spells. These include spells which enhanced vision, provide concealment, and expedite travel.

Ninja – The ninja is a member of the oriental society of mercenaries; a master of the ancient stealth combat style called ninjitsu. They have abilities that no other class can offer. Because of the stealthy style of their combat, Ninjas are barred from using shields of any sort. Ninjas have no remort class, and may only be human.

Psionic – The psionicist is the master of the mind. The amazing mental abilities of this class can be a very powerful asset in battle. This class has the special ability to bend other beings to their own will, causing them to speak (or preventing speech) as the caster chooses, or causing them to perform involuntary actions.

Thief – Thieves are known for very special abilities that no other classes offer. Their specialty tends toward the darker, stealthier art. These qualities are advantageous in many situations, such as picking locks and palming items off the ground. Because of their sneaky nature, the thief class is barred from using shields.

Warrior – Warriors are known to have more strength than the average class. This makes them better at hand-to-hand-combat. They possess fighting skills unequaled by members of other classes; however, they lack the ability to use magic of any sort.

Q: What sort of character name should I choose?

A: It is important to choose an appropriate “roleplaying” character name, or you may be asked to restart your character. Inappropriate names will not be accepted.

If you happen to choose the name of a mythological creature, be aware that it is quite possible that you will happen upon a MOB by the same name, causing disastrous results. Also, if you choose a name that is too long, or quite strange, your chances of being rescued or assisted in battle may be less.

Q: What races and classes go best together?

A: In most cases, the combination of race and class make no real difference. While there may be subtle differences in abilities commonly rolled for certain races (i.e., elves typically roll higher in intelligence and wisdom, which is desirable for magic user classes) it is theoretically possible for any race to roll perfect stats. There are, however, certain exceptions to this generality:

Ninja: This class may only be human.

Thief: While not a restriction, the combination of kender/thief is quite popular, due to the complementary skills that they possess.

Warrior: Depending upon the race chosen for a warrior, the remort class is restricted to either Paladin (elf, human, dwarf, rakshasa) or Ranger (kender, minotaur, ssaur).

Q: What are the different character attributes, and how do they affect me?

A: There are six basic attributes that are rolled during character creation. These characteristics affect a number of things, and it is important to consider each as you create your characters.

Strength – Determines how hard you hit your opponent in battle. It also affects your ability to wield certain heavy items, as well as the weight you may carry in your inventory.

Dexterity – Determines effectiveness of your attacks in battle, and how well you avoid your opponents attack.

Intelligence – Determines the number of practice sessions required to maximize your effectiveness in a particular skill/spell. Intelligence also affects your spell success rate. This attribute is especially important to the magical/mystical classes.

Wisdom – Determines the number of practice sessions you gain per level. Wisdom also affects your spell success rate. This attribute is especially important to the magical/mystical classes.

Constitution – Determines how many hitpoints you gain per level, and is also a measure of general health.

Charisma – Affects your dealings with both mobs and shopkeepers. It also affects the number of followers you may have, making this an important attribute for the psionic class.

Q: What else do I need to know about constitution?

A: While all of the character attributes are important, special consideration should be given to constitution for all characters. With each death, there is a possibility of losing a constitution point, and if constitution is allowed to decrease to zero, death is permanent.

Constitution may be purchased from the “Shadowmage”, who resides in the town of Aloazar. The price of a constitution point varies with level, and the price becomes quite steep. At the going rate of 400 gold coins per character level, this amounts to 12,000 gold coins per point for a level-30 character. Certain items can be worn to elevate constitution for leveling, and it is highly recommended that constitution be maintained at the maximum amount (18 points) for transition from one level to the next higher level. This allows maximum hitpoint gain for each level attained.

Q: What are the ranges for the character attributes?

A: Abilities are shown in your “score”, ranging from terrible to excellent, and are assigned numeric point values, as follows:

Excellent –        17-18
Very Good –      15-16
Good –              13-14
Decent –           11-12
Average –          9-10
Below Avg –      7-8
Bad –                5-6
Awful –              3-4
Terrible –           1-2

Q: What is the recommended crew for starting out?

A: It is nearly impossible to survive without the assistance of a cleric in your party. Your other party members should be selected based on your own desire to roleplay. For those who are new to MUDing, the more typical class combinations are thief/warrior/cleric, or warrior/mage/cleric. Those who really want a solo-type crew might choose a double-warrior/cleric.

More advanced players might try these warrior/psionic/cleric, ninja/mage/cleric, or psionic/thief/cleric.

Looking for the ultimate challenge? Try an all-magical crew; mage/double-cleric or mage/cleric/psionic. Although quite difficult, they have both been done before!

Ultimately, your own play-style will determine what configuration of characters is optimal for you.

Getting started…

Q: Now that I’ve created my character, where should I start?

A: The city guard initiate training area is the best place to start leveling and practicing your skills. It is located just to the northwest of the Temple of the Cross in Kir Drax’in. (type “help map” to see a detailed view of the city). As you level, you will want to make visits to your assigned guild to practice your skills or spells.

Q: How can I see my opponent’s status?

A: Type “prompt all” to show the condition of your opponent, followed by the condition of your group’s tank. This display appears only during battle. Physical condition is reported in the following order, as a proportion of the total hp of the character or MOB:

excellent
few scratches
small wounds
quite a few wounds
big nasty wounds
pretty hurt
awful

nearly dead

Q: How can I see the current settings for my character?

A: A listing of all available settings is given by the “toggle” command. This includes such things as communication channels, summon protection, color settings, etc.

Q: Where is my guild?

A: All guilds are shown on the map of Kir Drax’in, which you can view by typing ‘help map’.

Q: Booo… I died. What do I do now?

A: If your corpse is nearby the temple in your hometown, run, as quickly as possible, to the location of your demise. Type “get all corpse” and “wear all”, repeating until you have retrieved everything from your corpse. Examine your corpse to be certain that all items have been retrieved.

If your corpse is far from home, it’s best to have the Kir Drax’in mortician “retrieve” your corpse. In order to do this, you must have enough gold on hand to pay the mortician for services rendered. The amount required by the mortician depends upon the level of the deceased. Type the word “retrieve”, followed quickly by “get all corpse” and “wear all”, repeating until all your equipment has been retrieved.

Remember that when you die, all spell accumulation is lost. If certain of your items are invisible, take care that you don’t walk away without them!

Your corpse will not remain in one piece for long. If you waste too much time and fail to “retrieve” your corpse, your items will be deposited on the ground where you died. You must then go and out and pick up the items yourself.

Q: Where can I buy equipment?

A: Armor, weapons, and various other shops are identified on the map of Kir Drax’in. Shops may also be found in the several other cities. In addition, there are donation rooms in the cities of Kir Drax’in and Kir Oshi. Often, the more generous players will donate equipment for new player’s use.

Q: How do I buy equipment?

A: In all shops, the “List” command will provide you a list of the available equipment and prices. To purchase the item type “buy #[number]” using the number from the listing. Equipment can also be sold at various shops. Note that Kir Drax’in shops observe normal hours of operation, between the hours of 6am to 6pm.

Q: Where can I store equipment and treasure I find?

A: There is nowhere to store equipment, except on your character’s person, or in your character’s inventory. There is, however, a bank located in each of the major cities. It is advisable to regularly deposit your money in the bank. Money in the bank cannot be lost if you are looted, and is necessary for such events as retrieving your corpse (gold coins on your dead body will not satisfy the mortician). Associated commands are “deposit [amount]” and “withdraw [amount]”. Money in your bank account is accessible from any bank or ATM machine.

An important note: Use the bank! There is no excuse for higher level players begging for money when they well and truly have the ability to make it themselves. As you progress in level, don’t expect people to fork out money to pay for your tragedies.

Q: Someone sent me a MUDmail. How do I read it?

A: Mail must be retrieved, in person, at the post office of any town. Type “receive”, and the postmaster will give you all your mail. To read your message, the appropriate command is “read letter” (typing “read mail” will typically not work, since it will associate the word “mail” with armor you happen to be wearing).

To respond to your mail, the postmaster charges a minimal amount for postage. Go to the post office and type “mail [addressee]”. Follow the instructions given in the editor to type and send your message.

Q: I’m getting tired of the guard’s barracks. Where else can I go?

A: There are several areas within Kir Drax’in that are suitable for lower level players. You might try the Crystal Temple, the Zoo, the Stadium, or the dreaded slums.

For the more adventurous, there are several options. The Forest Highway, to the east of Kir Drax’in leads to the town of Aloazar, while Ocean Road, to the south, leads through the forest and plains to the town of Kir Oshi. The Great Western Roads leads to King Seilon’s keep, and the mysterious forest of Noirwood.

Although there are no distinct paths, several other villages exist near Kir Drax’in.

Within the mountains to the northwest, lie the Cold Village, Bhyroga Valley, and the Antali Village. Adventurers travelling in this region should beware Cerebus, the three-headed dog who guards the gateway to hell (Hell is no place for new adventurers).

It is rumored that to the northeast, at the base of Bhyroga Falls, there lies a hidden encampment of ogres. Finding the entrance may prove to be a bit of a challenge.

Within the forest to the southwest, lies the village of Ender, while further to the west, within the foothills of the Grey Mountains lies the valley of the trolls.

To the southeast, the Taltos clan wanders the forests, and further to the east, the deadly swamps lie.

Remember that, your young character is limited on movement while travelling in the world. It is advisable to carry several recall scrolls at all times, so that you may make a hasty retreat when necessary. In addition, always carry a light source as night can overtake you quickly in the wild.

Q: I keep getting killed, what should I do?

A: It is advisable to stay in areas suited to your level and abilities. Do not pursue death unless you can afford the consequences! If you wish to adventure into new areas, consider teaming up with one or two other players. There is safety in numbers!

Also before attacking an unknown MOB, use the “consider [opponent]” command to get a relative comparison to your character.

Q: How do I automatically get items from the corpses of MOBs I kill?

A: Type “auto loot”. If you want to automatically get gold, type “auto gold”. Additionally, if you are teaming with other players, you may want to use the “auto split” command, which will equally divide the gold between all characters in your group.

Q: The group I was hunting with just looted a nice piece of equipment. How do we decide who gets it?

A: The common method for distributing items is to hold a lottery, or “draw”. This is done by having an outside party choose a number between 1 and 100 (without telling the number). Everyone who participated in the kill then “tells” him/her their number of choice. The person who guesses closest to the number selected by the outside party wins the draw. Draws are held, separately, for each item, with a winner, typically, abstaining from subsequent draws.

Q: What do I kill for evil/good alignment?

A: Killing mobs of “good” alignment will make your character’s alignment go evil. The converse is true for “evil” mobs. Alignment is detectable using the cleric “detect alignment” spell, or the psionic spell “lesser perception”. Good-aligned MOBs have a blue aura, while evil-aligned MOBs have a red aura.

Q: I want to join a clan, which one should I join?

A: Most of the larger clan have a set of minimum requirements for their members. Use the command “clan info” to view a current list of clans, and use the command “clan info [clan name]” to see more detailed information and requirements.

Q: How does the Dark Pawns class system work?

A: The class system uses both the character’s chosen class, and sometimes the character’s race to determine the future of the character. The initial class chosen determines what skills and or spells are available to a particular character, and also plays a part in determining the character’s remort class.

Q: What is a “remort” class?

A: A remort class is, basically, an improvement on the players existing class. When you choose to remort, you are reborn as a level one character in the upgraded class.

Cleric – Avatar

Mage – Magus

Psionic – Mystic

Thief – Assassin

Warrior – Paladin or Ranger

Q: What are the advantages of remorting my character?

A: Remorting your character allows you to improve your character’s base abilities, as well obtaining additional skills, and increased movement points. After multiple remorts, it is possible to achieve “perfect” stats, giving the rare benefit of permanent loss of hunger and thirst.

Q: How do I remort a character?

A: Once your character has reached level 30, it is possible to remort that character by collecting sufficient funds, and a quick visit to the remorter who wanders the world. He will require 60,000 gold coins per remort, and will also require removal of worn, held, or wielded items. The items can be kept in inventory during the remort, and will be carried through the process of “rebirth”. Be aware that once a character has remorted, all spells will be nullified, and that character will be quite vulnerable to attack. It is generally best to return to the safety of a temple as quickly as possible.

Concerning Communication…

Q: What are the different ways to talk to other players?

A: There are several forms of communication commonly used on Dark Pawns. These include:

Say – Heard by the people in the same room as your character.

Shout – Heard by people in the near vicinity of your character.

Gossip – Heard by the entire MUD.

Holler – Heard by the entire MUD.

Tell – Heard only by the character that you Tell to.

Reply – Heard by the last person who sent you a Tell.

Clan-tell – Heard by your clan members.

Group-tell – Heard by people in your group.

Ask – Heard by person you ask.

Whisper – Heard by the person you whisper to.

Also, certain channels are provided for specific uses, as follows:

Auction – Used to deal in the buying and selling of items with other players.

Grat – Used to congratulate other players.

Newbie – Preferred method of asking general newbie-type questions.

Quest-say (qsay) – Used for group communication during a quest.

Race-say (rsay) – Used to communicate with members of your own race. What you say in “rsay” will only be translated to those of your race. All others will hear your strange native tongue.

Broadcast – Used to provide real-time arena battle logs to the MUD audience.

Q: “Someone” (an invisible player or immortal) just sent me a tell, how do I respond?

A: Use “reply”, and hope that the message is not intercepted <grin>.

Unless an immortal has announced his/her presence, they generally do not like the other 29 people on the MUD to know they are there. If an immortal’s tell to you is interrupted, a simple gossip of “I missed that” or something similar will get their attention and they will respond. If they do not respond immediately, simply wait.

Q: How do I turn off in-game communication channels?

A: Use commands: NOGOS, NOAUC, NOGRAT, NOTELL, NOSHOUT, to turn off the associated channel.

Etiquette…

Q: I’m weak! Can you please level me?

A: I thought you were here to play a game! Leveling, and the opportunity to practice your skills, while at low levels, is not only part of the game, but will serve you well when you meet the greater denizens of the MUD. This request is considered poor form by most advanced players. The term Pansy Ass Whiner (PAW) is self-explanatory and the willingness of other players to assist you will drop dramatically if you gain this reputation.

Q: Can you give me equipment?

A: See above answer.

Q: Can I buy that item you are wearing?

A: While players often offer equipment for sale or trade, generally speaking, they don’t sell equipment they are wearing. If there is a piece of equipment that you wish to obtain, the proper avenue for advertising is the auction board, located to the southwest of the Temple of the Cross in Kir Drax’in, on Western Market Street (between the general store and the tattoo parlor).

Q: Anything else I should remember?

A: Be sure to thank those who are kind enough to help you, and try to lend a helping hand when you can.

Also, remember that although this is just a game, there is a real person sitting behind a keyboard on the other end of your conversation. Their feelings and emotions are as real as your own.

Q: What about language and how it is interpreted?

A: Use of foul or inappropriate language is not tolerated on DP. While everyone becomes frustrated with multiple deaths or not obtaining an item in a draw, gossiping abusive words will not help your situation. Be prepared to lose the ability to speak if you persist. Typing in capital letters is used to indicate shouting – players generally dislike this behavior – please, don’t do it.

Equipment…

Q: What is APR?

A: Average Points Rolled (APR) is a measure of the average damage done by your weapon in battle.

Q: How is APR calculated?

A: APR is determined as a simulation of a roll of one or more dice, as applicable, to a particular weapon. The dice affects both the average damage score per hit, and the high and low end of the damage range per hit.

For example, for a weapon with Dice of 3D6 represents a roll of 3, 6-sided dice. The minimum roll for these dice would be all 3 dice rolling one point each (total of 3). The maximum roll would be all dice rolling 6 points each (total of 18). The average dice roll would be all 3 dice averaging 3.5 points each (total of 10.5). So, your weapon’s damage will vary over the range of 3-18 damage points, with the average damage falling on the order of 10.5 points.

As another example, a weapon with Dice of 12D1 represents 12, 1-sided dice. The only possible combination of dice rolls is all 12 dice rolling one point each (total of 12). In this case, the maximum, average, and minimum rolls all total 12. The range is limited, but the damage inflicted by the weapon is consistent.

Q: What is Damroll?

A: Damroll (DR) is a part of what determines the damage done to your opponent in battle. The higher the value of your DR, the better. Increased DR may be attributable to a particular weapon, or to other items which are worn or held. DR is applied to the APR score of a weapon to simultaneously raise the minimum, maximum and average values by the amount of additional DR equipment being used.

For example, applying an additional 5 DR to a weapon having Dice of 3D6, would increase the APR score to a range of 8-23 damage points, with the average damage falling on the order of 15.5 points.

Q: What is Hitroll?

A: Hitroll (HR), improves your chance of hitting your opponent during battle.

Q: What are Armor and AC?

A: Armor Class (AC) is a measure of the natural protective ability of your equipment. The higher the number on the item you are using, the better protection it provides. “Armor” is a measure of protective ability applied due to its magical properties. It carries the same weight as AC, but is negative, and the lower the number of the item you are using the better protection it provides. For example, if an item has AC+2 and Armor–5, the total benefit is 7 AC points.

Q: What equipment should I be trying to get?

A: Equipment selection is based on your desire for your own character. For example, a tank would want to maximize AC, while a fighter would want more DR, giving up some AC to get it. A fighter/magic-user would want a balance of AC/DR, and would also want to include some mana equipment. A cleric would want nearly all mana equipment, sacrificing even AC to get it.

Q: What equipment would you recommend for my new crew?

A: The following “basic” pieces of equipment are recommended as good initial equipment for each class.

Thief – Onyx or troll rings, bone necklaces, vengeful armor, weighted chain, holy/unholy mask, twisted or long elven dagger.

Warrior- Onyx or troll rings, bone necklaces, vengeful armor, weighted chain, steel equipment, holy/unholy mask, anything with AC/DR, daemon's lochaber, enchanted blade, gilded sword, pure sword.

Mage – Onyx rings, bone necklaces, ornate collars, dull black equipment or golden armor, enchanted blade.

Cleric – Onyx rings, ornate collars, dull black equipment or golden armor, twisted dagger or long elven dagger, small black pyramid, bodhidharma staff.

Ninja – Onyx or troll rings, bone necklaces, black padded armor or vengeful armor, wicked-looking kama or daemon's lochaber.

Psionic – Onyx rings, bone necklaces, steel equipment, dull black equipment, vengeful armor. Flesh alter is a psi’s best weapon, particularly at higher levels, but at lower levels, a daemon’s lochaber or serpentine dagger are best.

Q: How do I find out the statistics of a piece of equipment?

A: Ferrenx, the identifier, runs a small shop in Kir Drax’in. For a nominal fee, you may give him an item, and he will return it, providing you all relevant statistics on the item. Type “value [item]” to discover the fee for his services, as it varies depending upon the item.

Q: What does bless do for my equipment?

A: It is only possible to bless non-magic items, and the object blessed may weigh no more than five pounds per level of caster.

A blessed weapon gains a hitroll modifier. Other blessed objects are not yet defined.

Q: What does enchant do for my equipment?

A: Not all armor and weapons can be enchanted. Depending upon the level of the mage/magus who provides the enchanting, a piece of equipment will gain additional Armor points, ranging from –1 to a maximum benefit of –5.

When enchanting is performed, the piece of equipment retains the alignment of the mage/magus at the time of enchanting, so equipment enchanted by a good-aligned mage will be unusable by an evil-aligned player. The easiest way to avoid this problem is to be certain that the mage is neutral-aligned before enchanting the equipment.

A further point on courtesy; before asking a mage’s alignment, look at the equipment the mage is currently using. Often, there is an obvious aligned item in use (i.e. holy/unholy mask). Remember that these mages are also players. They are here to play and enjoy themselves, not to spend three hours enchanting your equipment. Ask nicely, don’t expect to have your whole inventory enchanted at once, and if they are busy, leave them be.

Remember, if you want your equipment to be blessed as well as enchanted, the equipment must be blessed before enchanting. The reverse process will not work.

Laws of the Land…

Q: Is multiplay allowable on Dark Pawns?

A: Multiplay is advisable, and encouraged; however, there is a strict limitation on the number of characters allowed. The maximum acceptable number being THREE. This limitation applies to multis, both in-game and off-game. If you stray from this regulation, expect the punishment to be swift and severe. It is permitted to roll a new character, log this character on, and exchange items between the new and old character. The old character must be deleted immediately after this exchange has occurred. If you are seen playing with all four characters, expect to lose one of them, as well as the equipment they currently possess.

Q: Am I allowed to kill other players?

A: Yes. Be forewarned, unless the other player is flagged as “outlaw”, YOU will become an outlaw if you are successful in Player Kill (PK). Be prepared to live with the consequences of your decision.

Q: Am I allowed to steal from other players?

A: Yes, but you must first become an “outlaw” to do so.

Q: Am I allowed to loot other people's corpses?

A: No. This is strictly forbidden by MUD policy. Expect severe consequences if you violate this regulation.

Q: How do I become “outlaw”?

A: An “outlaw” flag is automatically assigned after a successful PK. The flag is permanent, and will not be removed through death or remort of your character.

Q: Hey, wanna spar?

A: Be forewarned, pardons for sparring accidents are a relic of past times. If you, unintentionally, PK during a sparring contest, expect to keep your “outlaw” flag!

Q: I accidentally PKed someone. How can I get pardoned?

A: The gods and their chosen are able to grant pardons, when appropriate. If you are flagged as a result of screwing around, don’t expect a pardon. Also, be prepared to retain your OUTLAW flag (for a period of time) for killing a friend/multi because you were too lazy to type more than one letter. It doesn’t take long to add a couple of letters to distinguish between your true target and your own character. Think before you type!

Q: Help! A player looted my corpse, what do I do?

A: First, politely ask the person for your items back. If they refuse, mail a god with your complaint and a list of some of the items that were taken. Be prepared to prove the items were yours. Remember to log the events and subsequent conversation, if possible.

Q: A MOB looted my gear, what do I do?

A: First and foremost – ALWAYS retrieve your corpse! There is nothing worse than finding out, too late, that the looting MOB was full, and your corpse has dissolved, leaving you with no way to get your equipment.

Next, politely request the help of other players, giving them info on which MOB looted you, where the MOB was, etc. If there are not enough people online, or the current players are busy, write a message on a temple board with information (when/where/which mob) on your looting.

You can expect to be looted, at times, by wandering MOBs that can be extremely difficult to locate. If this happens, it is important to ensure that the mob hunts someone until you can gather a group of comrades to vanquish it, and retrieve your equipment. The easiest way to accomplish this is to, quickly, send your looted character (armed with a recall scroll) to the location of the killing. Locate the offending MOB, attack it, and flee/recall as quickly as possible. Keep your hunted character within the safety of the temple until you have adequate assistance to kill the hunting MOB.

After being unlooted and regaining your equipment, remember to remove your message from the temple board.

Q: A MOB looted me and the MUD crashed shortly after, what do I do?

A: Mail one of the gods, telling them what happened (when you were looted, and by what MOB). Give them a list of items that were lost, and ask them to please do a reimbursement for you.

Q: Who are Chosen, and can I be one?

A: The chosen are players who have applied, and have been accepted by the Gods, to help with day-to-day MUD issues. To be considered for a chosenship, you should have: 1) A mature attitude, 2) One year minimum playing experience, 3) A desire to help improve the MUD.

Q: Is there a god on?

A: Please remember that the staff is kept very busy creating and maintaining this world for you to play in. Keep your expectations at a reasonable level, and your requests to a minimum. Let them get their work done, so that they can keep the improvements coming.

Dark Pawns is designed for a mature audience; people who can work out their differences on their own. The staff is not interested in getting involved in the morals/ethics behind each issue that arises in your MUD-life. The staff asks that you please read and understand the “policy” and “news” regularly, so that you are aware of, and understand changes, as they arise.

While the staff realizes that, in your mind, your MUD-life is the only important one in the game, just remember they have others to deal with as well. Do not assume that you are more important than anyone else – You won’t get it! Mailing a god with your problem, and placing the words “would like to speak to a god” in your title will get their attention.

Q: I think I found a bug in the game. What should I do?.

A: Please consider that the gods work hard making the MUD run as smoothly as possible, and they will not appreciate your advertising a bug to the entire MUD. Exercise a little discretion, and report the bug

promptly so that the issue may be addressed with minimal disruption to the MUD.

There are reporting systems for bugs and typos, as well as for submitting your own ideas for future improvements. For example: to report a typo in a particular room, stand in the room and type “typo [describe error]”. When you hit return, the message will be delivered.