Builders Wanted

ScryMUD is searching for creative, reliable, and committed builders. We are a long-running mud of all original code and world content. The engine is fully featured, and was written with DikuMud and its derivatives in mind. Our mud is set in a post-Apocolyptic Earth where magic has resurfaced. We draw inspiration from many ancient mythologies, legends and folklore tales to make a rich world of many distinct cultures. Roleplaying is optional, player-killing is allowed, and we like to think we strike a balance between a hack-and-slash and an exploration MUD.

The world is about 6000 rooms now, and we're looking to greatly expand that with new areas and more quests (permanent and one-time events). Builders should be talented writers and/or designers, preferably with building experience. We're looking for all levels of commitment - from a few days a month to several hours weekly or daily. Builders will be working with a small tight-knit staff and a very loyal playerbase, which will be actively expanding through 2006 and beyond. See below for more information on becoming a builder.

How to Become a Builder

Who are builders?

Builders are the folks who make the content of the ScryMUD world. No programming experience is necessary, but you'll learn a few things about databases, our scripting language, and how the world (of Scry) works. What is necessary is, first and foremost, creativity - ScryMUD is an all-original world set in the post-apocolyptic future. This allows us to pick pieces of mythology and folklore that fit our areas, but, as a general rule, there should only be a passing resemblance between the areas and NPCs and any myth or legend. Read more about our theme and what is appropriate in ScryMUD below, in the guidelines for areas.

If it only took creativity, we would have the most beautiful, expansive, detailed and magnificent world of which each of us has dreamed. But in addition to creativity, builders must have very good linguistic skills (creative writing experience always helps), excellent grammar (or a good proofreader), the determination to see the building process through from concept to final polishing, and the commitment to putting in the effort promised.

Requirements to Apply

As we're a small staff, the requirements to apply are loose. Builders may come with an idea of an area they really want to build, or they may have ideas for improvements or changes to existing areas, or they may come with no particular idea of what to do. Ideally, everyone will be able to do what he/she likes, and there will be very few required tasks. But realistically, builders may be asked to help create someone else's area, or to fix balance in existing areas, or to take care of miscellaneous tasks. We're actively expanding our world, however, so there will be no shortage of need for new, high quality areas to be built.

Before you Apply

Please spend some time in the Scry world. Get to know the general layout of the land, see what our engine is capable of, and introduce yourself to the players and the immortals. Find an area you like and figure out why you like it. Look at the theme of the areas, the ways mobs interact with players, and the special features of some of the most popular areas.

If you're interested in building, be realistic with yourself about how much time you have to commit. We welcome builders of all commitment levels, but promising you can put in several hours a day and the flaking out for months at a time without notice is a sure-fire way to get your area or task re-assigned to someone more reliable.

Know that everything created for Scry is the exclusive property of Scry, and you will always be given credit for your work. So if you implement an area you've been dreaming about, but then decide to leave, you cannot bring the area with you to another MUD, nor can you decide you want it out of the game.

How to Apply

Get in touch with Jaeger, the head builder. Having already spent time in the world, and considered your commitment, let her know what you think you could bring to Scry. If you have an idea for an area, write a page or two detailing the features and interesting aspects of your idea. If you have past creative writing experience, particularly in fantasy genres, pass that along to her. Whatever you think best represents your ability to build creative, high quality content, show it to her. You will have to show some sort of sample before being set up as a junior builder (see below for more). If you can't think of anything, don't worry - just talk to Jaeger and she can give you a starting idea for you to design a small area.

Note about builder selection: Builder privileges are entirely independent of longevity of player characters. An old timer has as good a chance to become a builder as a newbie who demonstrates he/she has put the effort in to learn the world and our conventions. This is solely because we only evaluate an area's quality based on the area itself. Areas that do not fit or do not meet quality expectations will not go in game. As a correlary, building areas that have been put in game has no impact on future areas being accepted. See the Builder Docs for more about area approval.

Expectations of Being a Builder

To become a builder, you must have creativity, to stay a builder, you must demonstrate reliability. There are no set hours for building, nor do we keep a strict schedule, but builders are expected to make noticeable progress on their areas or tasks based on their estimated commitment. If a builder is absent for an extended period of time (several weeks or more) without notice, areas and tasks may be reassigned.

Builders are expected to produced high quality work consistently, even if the area isn't as interesting as another they have in mind, or if it's an assigned task. Failure to consistently put good effort into your work is grounds for revoking builder privileges. At no point will a conflict over building enter into the player world and result in any consequences to your in game character.

Builders must have written documentation about their plans for building. Seasoned builders may get away with less documentation if it's clear that everything looks appropriate. New areas must be written up as a zone proposal, and agreed upon by both the head builder and the builder proposing the area. When an area or task is completed, the head builder will perform an audit, which may take some time. After the area/task has been audited, any necessary and optional changes are returned to the builder for fixing. This process is repeated until both the builder and the head builder are satisfied with the area. The area will be connected to the world and put in game. See the builder docs for more information on finishing and submitting areas for auditing.