Scenes have to take place somewhere. The Ares scene system lets you start scenes in temporary rooms, which can stand in for any location you can imagine. You can even start a scene purely on the Web Portal, with no room at all. But the majority of MUSH players still prefer to have a grid - a tangible set of rooms linked by exits for them to explore and play in. This article describes some of the building concepts unique to Ares. For more detailed information on specific commands, see
help building in-game.
Tip: Despite the historical name, a Room doesn’t have to represent a single room. It’s more like a virtual ‘chatroom’ - a place where people gather for roleplay.
Table of Contents
Ares uses a theater analogy for its grid, with three types of rooms:
The status system is based off the room type. If you’re in an offstage room, you’re considered OOC. If you’re in an onstage or RP room, you’re considered IC.
Ares has several special rooms, which are part of the default database.
offstagecommand to take a break from roleplay.
onstagecommand to go IC. After that, if they go offstage they’ll return to their last onstage location.
You should never need to mess with the first two rooms, other than to redo their descriptions. The game will prevent you from using the
destroy command on them.
The IC Start Room has a few special considerations.
You should rename the room as appropriate to your theme (e.g. Starport, Hangar Bay, Downtown - wherever new characters start.)
Ares does not directly support multiple starting locations (e.g. starting people in different planets/cities/areas depending on their faction). If that’s really important to you, you have two choices:
Areas are just an easy way to organize rooms into related groups. Typically they correspond to distinct geographic areas - districts in a city, decks on a ship, planets, etc. Areas also help distinguish between rooms with similar names.
You can use areas in custom code - e.g. making it so certain commands are only available (or work differently) depending on the area the character is in. For example, the weather plugin bases weather patterns on the room areas.
Areas can have a description (in which you might want to put some ASCII map art or a link to a map image).
You can set up areas in a parent/child hierarchy. For example:
Ares has a simpler exit lock system than PennMUSH/TinyMUX. You cannot lock exits to any arbitrary code function. Exits may only be locked to roles.
For example: If you wanted to lock the Rebel HQ to only players in the rebel faction, you could create a “Rebel” role and assign it to everyone with rebel access. Then lock the HQ entrance to only people with the “Rebel” or “Admin” roles.
Curious why the lock system is different from Penn/Tiny? Check out the chopping block article.
Games that wish to maximize use of the scene system can create rooms that are disconnected from the grid but still available for scenes.
Even though the room isn’t linked to anywhere on the grid, someone can still use scene/start to begin a scene there. A temproom will be created, with the disconnected room’s description copied over.