torilmud / issues

Bug reports for TorilMUD
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Grid zones - remove to enhance immersion and free up vnums? #1034

Open byzanthia opened 3 months ago

byzanthia commented 3 months ago

I've always disliked these grid zones. They are large, boring, mostly empty, and don't fit into the careful world built over time. They're also rather poorly written. E.g.

Somewhere in a Dense Jungle
   Rotting armor and weapons lie in a jumble near a pool of fetid water
nearby, and thick sticky vines hang from the canopy overhead.  Small rodents
dart in and out of the underbrush, wary of predators.  Twisted vines
and tenacious, sticky underbrush make travel here very difficult.  An
enormous red flower, as large as a small cottage, sits here, emitting a
scent like rotten meat.  A scream of agony comes from nearby possibly
from a human, possibly from an animal.  You can continue to the north,
east, south and west.  

Generic, bland... exactly what I think we wanted to avoid for Toril areas :)

Removing these grids will also free up vnums for zone writing. I heard we're running low on larger vnum ranges so maybe deleting these zones is an option?