This is an example of how to create a mimic (monster/NPC/living thing) that looks like a sign.
1 Create a mobile named mimic. 2 Short describe it "a mimic". 3 Long describe it what you want players to see it as, e.g.: "A sign has been posted here." 4 Create an extra room description for 'sign' where the mimic loads, for what you want players to see when they look, e.g.: 'No swimming'. This works because it is unlikely players will type 'look mimic' without suspecting one.
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When players type look sign, they will see: 'No swimming.". If players type get sign, the system will return something like: "I see no sign here.", which creates intrigue, confusion, suspicion and possibly disbelief: preconditions for discovering a mimic.
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Successful area attacks expose mimics.
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What might come off poorly are extra room descriptions successfully decoying for mimics that aren't there, e.g., that have been killed and not yet reset. In such case, typing look sign would read: "No swimming." without there either being a sign object or mimic in the room. So without 'sign' somewhere in the room description, it wouldn't make sense.
Another important note is, mobile names precede room extra descriptions. Therefore naming a mimic for what characters might look at gives players a chance of discovering that what they thought of as an object has health and an inventory.
Tricks can be hazardous. Naming mimic mobiles: 'a mimic' and choosing to include decoyed keywords in a room description in case a mimic is gone, may help players appreciate a game element like this.
In my experience, some players feel they have no control compared to Implementors. Tweaking players with interesting, realistic tricks gets builders a piece of that action and possibly interests players in building.
1 Create a mobile named mimic. 2 Short describe it "a mimic". 3 Long describe it what you want players to see it as, e.g.: "A sign has been posted here." 4 Create an extra room description for 'sign' where the mimic loads, for what you want players to see when they look, e.g.: 'No swimming'. This works because it is unlikely players will type 'look mimic' without suspecting one.
...
When players type look sign, they will see: 'No swimming.". If players type get sign, the system will return something like: "I see no sign here.", which creates intrigue, confusion, suspicion and possibly disbelief: preconditions for discovering a mimic.
...
Successful area attacks expose mimics.
...
What might come off poorly are extra room descriptions successfully decoying for mimics that aren't there, e.g., that have been killed and not yet reset. In such case, typing look sign would read: "No swimming." without there either being a sign object or mimic in the room. So without 'sign' somewhere in the room description, it wouldn't make sense.
Another important note is, mobile names precede room extra descriptions. Therefore naming a mimic for what characters might look at gives players a chance of discovering that what they thought of as an object has health and an inventory.
Tricks can be hazardous. Naming mimic mobiles: 'a mimic' and choosing to include decoyed keywords in a room description in case a mimic is gone, may help players appreciate a game element like this.
In my experience, some players feel they have no control compared to Implementors. Tweaking players with interesting, realistic tricks gets builders a piece of that action and possibly interests players in building.