Design Guidelines - Aetolia Online Help

22.3 Design Guidelines

Welcome to the world of Crafting! Our system offers many opportunities to enrich your gameplay and the world with items honed to your tastes and flavour. 

Syntaxes to begin making your design are available on HELP <tradeskill> or HELP PAPERLESS CRAFTING. Each tradeskill has its own unique guidelines and limitations, but below are the common standards to be considered while reviewing your design. 

The various design fields provide different kinds of information for the user, and allow you to express both your designer's eye through various focuses. Fields that are required for design approval are indicated with an (R)

(R) Appearance - eg: a simple grey shirt
Note: A short description that should be able to complete the phrase, "You pick up _____." The Appearance lacks capitalization and punctuation. It has a maximum of 50 characters, save for some papercrafting patterns.

(R) Dropped - eg: A simple grey shirt is on the ground.
Note: A longer description, the Dropped is a complete sentence depicting what an item looks like outside of your inventory and in a room. It has a maximum of 80 characters, save for some papercrafting patterns.

(R) Examined - eg: Sewn from rough linen, this shirt is a mundane grey. It has a simple cut, with long sleeves and lacing down the sternum. 
Note: An extended description, the Examined is comprises complete sentences and a more detailed accounting of the item for when it is PROBEd. It should have a minimum of two lines at an 80 wrapwidth (save for Brewing). 

Identity and References: 
Note: In the REFERENCES section of the design, you'll see terms that can be used as the primary noun. For example, the trousers template allows for 'pants' and 'breeches'. Noun choice must be consistent between all three fields (as in if you choose breeches, you should not call them trousers in the Dropped). You can additionally change the Identity to your preferred noun, which will adjust how it displays on INFO HERE (eg: breeches123487 instead of trousers123487)

Attire - eg: loosely fitted
Note: This is the default attire for when an item is worn (which the user can independently change on their own - HELP ATTIRE). It has a maximum of 40 characters, does not support $(his$) tokens, and should be sensible when appended to the appearance. The typical formula is '<verb> <description>'. 

Pockets and Drawers allow for a few items to be stored. If you set an item to have either, it must be mentioned somewhere in the description (though if you describe an item with either, you do not have to set the flag).

If an item is set to a unique location (such as a ring on the nose) then this must be made apparent within the design. If a cloak is worn 'fullbody' rather than 'shoulders,' one can assume that it is a large, sweeping cloak, rather than a simple cape.

Dyes - eg: a simple $(dye$) shirt
Through the Dyekit system, you can have two variable colours within your design. You can use the tokens as often as you like, though there can only ever be two variables. The appropriate tokens are $(dye$)/$(dye1) (these are interchangeable), and $(dye2$). Before being dyed, they will default to 'gray'. These can be used in the Appearance, Dropped, Examined, Worn, and Removed. 

Special descriptions: Worn, Removed | Taste, Smell, Eaten
Depending on the tradeskill, you may have special descriptions available. These have a maximum of 240 characters. If you do a 1P (first person), you need to do a 3P (third person) message. These should provide information to the user to inform their reactions and actions, but not decide it for them (so no smiling and savouring flavors, or flipping a hat before setting it on the head, or admiring looks before ___)


See AB PAPERCRAFTING HYALINCURU for an explanation of this feature.

When you have finished, you can DESIGN <sketch> SUBMIT at any craft office. If you are successful, instructions to pick up your design will be sent to you by letter, else you will be made aware of the rejection. If you have a problem with a rejection, contact Becue - do NOT simply re-submit.

   - Aetolia is a PG13 game, and as such, no items designed solely for sexual purposes (eg: a dildo) are to be crafted. Failure to follow this guideline may result in crafting priveleges being revoked. Additionally, items cannot be made to brand you as another person's property.

   - All designs should be written in English.
   - 50 characters of readable text are permitted on designs, within full quotes (""). Other established game languages (Kalsu, Illumine, Trollish, etc) are permitted within these phrases.
   - References to letters in terms of shapes (A-line skirt, 'v' neckline) should be in such phrasing.
   - Numbers should be spelled out by their word, and not alphanumeric symbol.
   - Aetolian races and languages should always have the first letter of their name capitalized when referenced in a design. Additionally, the proper phrasing for things belonging to these races are as follows: Albedi, Djeirani, Idrethi, Xorani.

   - Designs should be appropriate to the context, technology, and experience of Aetolia. Adapt yourself to Aetolia's story, rather than trying to adapt it to you! Some things may be considered 'too modern', be it by technology required to create it, or by the vernacular understanding of an item by today's society and playerbase. An example would be sunglasses - coloured glass is fine, but explicit protection from the sun is not. 
   - The primary noun (item type/Identity) should be in the appearance, dropped, examined, worn, removed, and eaten messages. This should not be altered, hyphenated, or obscured (a half mask, not half-mask. The noun in the dropped should be what people can interact with, and GET HALF-MASK will not GET MASK)
   - Item types should match what you are making (eg: a strapless shirt that laces and pushes the body into shape would be a corset or bodice and should be on an appropriate pattern). Similarly, the primary noun should be just that (so no making a 'flower bed' out of a 'bed' pattern)

Design focus/emotive writing:
   - The focus of the design should be on the item/materials itself, the intention of their construction, and what an onlooker would see when PROBEing the item. Additionally, it should not define the user's shape or capability, as there are all sizes and shapes in the world. In lieu of this, references to anatomy (such as breasts) are fine, designs do not need to be gender neutral. EG: cut to accentuate a woman's curves - NOT - highlighting the wearer's feminine, hourglass form. 

   - Designs should provide data to inform reactions, not decide them for the user. You do not know what will turn someone's head, or eagerly take another bite, or pleasantly savour. Words such as lovely, beautiful, inferior, etc, are acceptable, but not, 'most beautiful thing you have seen'.

Rections to the environment and light
   - As light and weather conditions change throughout the day and night, as well as by environement, such reactions need qualifiers rather than assumptions. Example: 'glitters when caught by light' rather than a perpetual state of glittering.
Ownership and Organizations:
   - If you are going to claim a design is for a guild, house, city, or other organization, make sure you describe in the examined why it is (be it a crest, embroidered name/initials, etc). If you want it to be a cloak with the symbol of Chakrasul, describe the symbol of Chakrasul. If it bears the crest of House Nebre'seir, describe the crest. 

   - If you are designing something to resemble a person - you can reference their name, but must actually describe what they look like (race, do they have wings, hair color, attire, etc). You cannot simply say "This is a doll of Pooky" or "This statue resembles Becue". It is recommended in cases of items that look like a person to also embroider their name, but it is not required.
Commodities, materials, and construction:
Specific guideliens per tradeskill: