referenceThe plot of a zone is the main story of the zone. Such as: hack and slash,
rescue the princess, find a precious stone, kill the dragon, or forging a
special weapon. Most builders do not take the possible ecology or economic
effects of an area into account. By this, I do not mean having a mini-model of
an actual ecological environment, but rather having things that make the area
seem more plausible. The best things to put in to make an area more plausible
are useless objects that actually add atmosphere to the area. Food sources for
the mobiles in your area are always necessary to fleshing things out, as are
creating import and export goods for cities, complete with customs houses.
Your zone should have a strong plot that is incorporated throughout. This
can be done by using the different descriptions available. Mobile look
descriptions and extra descriptions such as: trails, scrapings on the wall,
etc. Trash objects can be created that are notes or maps.
When designing your area and the plots within, you should always consider
what kind of player you want playing in your area. Keep the levels and types
in mind (i.e. role-playing, power-MUDder, etc). In doing so, try to have fun
building the area. Make it well rounded and something that you enjoy looking
through afterwards. If you find something you do not like, edit it and change
it until you like it. It is always best to build when you are not bored of the
area, since building when you are bored almost always turns out uninspired and
boring areas.
If you are having problems developing a plot try visualizing a story that
happens in your zone. For example, say a princess is captured somewhere
and her relatives are looking for her. Next, you drop some clues to her
whereabouts by putting conversations in the looked at description of mobiles.
You can set up some mobs so that when you look at them, you get "You strike up
a conversation with the shopkeeper. He chats with you about the rise and fall
of the price of wheat. Looking at the candy jar he sighs. You ask him why, and
he relates a sad tale of how he has not seen a little girl who used to come
into his store in a long time." Granted, this is not as elegant as a trigger,
but not everyone can write them.
The point is that you interpret the looked at description as something more
than just looking, you can view it as a static conversation. You can then go
around the area and throw in a few room extras leaving a trail to where the
princess is. You can also put some extra descriptions on useless items lying
about to indicate where one may find the princess. Once at the princess, you
could have her relay a story of the location of a secret buried treasure in her
looked at description, a nice reward for the rescuing hero. You can set up the
buried treasure in a hidden container with no long description. Give it a
short description of "the ground" so they get the treasure from the ground,
and only know where this object is by the tale of the princess. When your
players stumble upon something like this, they love it.