TALZHEMIR'S BOOK OF DREAMS


In a way, when a furre first arrives 
in your Dream, it's like they are trying 
to solve a puzzle.  The puzzle they are
trying to solve is this:  "Where are the 
other furres?"  Whether or not a stranger 
stays depends strongly on how possible
they think it is to find others, or to
guess where they would go if they did
arrive.

"Where are the other furres?!"

Their eyes will be on the walkabout screen,
not the words of the Entrytext.  They DON'T
want to bump signs and read them to figure
it out, and if you make them do that, they
may even feel like their time was needlessly
wasted.  The lack of a clear idea of where
to go is highly unpleasant.

The first question in the arriving furre's
mind is "Where are the other furres?"  Then,
if they don't have a strong idea of an answer,
imparted by one pathway being noticeably 
"better" than the rest, the second question
in their mind is most likely to be... 
"DAMMIT. WHERE ARE THE OTHER FURRES?!"

This is more important than having a beautiful 
interface Patch, or cool portraits, or 
nifty games that you can play, or a good set
of rules, or a Dream-associated web page.

Unless your Dream already has at least a
hundred furres in it, new arrivals consider
their time too precious to stay and search.









This book is not a tutorial in DragonSpeak.  Rather, it talks about
the underlying theory of Dreams.  How do they work; what
mathematical concepts do they embody; what makes a Dream
more attractive.

You might recognize things you've seen or done many times before, but never had a name for. Sometimes we do our best work alone, but most of the greatest works are the cooperative efforts. To pool our knowledge, talent, and energy, we have to at least be speaking the same language. This book seeks to give you the best "foundation" it can, and to share the "esoteric language" of a Dream's underlying mathematics.

1. THE PYRAMID OF KNOWLEDGE

"If I have seen further, it is because I have stood on the shoulders of giants..." --Sir Isaac Newton In martial arts, the teacher's goal is not to make others do things "their" way, or "their school's" way. The teacher's goal is to offer a way that happens to work. A master can teach you in a week what would take you months to discover on your own. Not only that, but there are many things you would never think up on your own. They represent the pooling-together of the knowledge of many past masters. It might sound a bit pretentious, but the same is true of the Furcadian Dream Masons. The Dream Mason draws on what has come before, and (we hope) seeks to build upon it, contributing. That's the metaphor of the pyramid.

2. THE SQUARE AND COMPASS

These are the traditional symbols of Freemasonry, and I will borrow them here as symbols of Dreammasonry as well. If you're an artist, especially with mechanical drawing, you are probably familiar with the "square", an L-shaped tool for drawing a right-angle. Did you ever consider how the first right angle was made? One way is to to take a straightedge and pen, and keep making intersecting lines until you hit upon one that looks pretty symmetrical. Another (and slightly better) way is to take a piece of paper, fold it in half, and then fold it again. A third way is to take a compass and straightedge, make a line, make two intersecting arcs with one compass point on the line, then connect those points of intersection. This is more complicated than the first two methods, but it's also more sure and accurate. Once you do this, you can preserve the right angle by making a square. What good is a square? Well, for one thing, it's needed for making tall stone buildings. If the stone blocks of tall Chartres Cathedral were shaped without squares, for instance, it would have collapsed. In Dream Masonry, the compass stands for intellectual effort: the preciousness of all the ideas, the principles, that a group or culture can preserve. The square stands for all the good those inventions do- like all the time a pre-existing square saves anybody who needs a right angle, and buildings more than two stories high. The compass and square are the symbols of reasoning and preservation of knowledge, tools for moving towards perfection. ...They're also handy for drawing neat grids. Diamond Grid Paper

3. ANATOMY OF A DREAM

You're probably familiar with this material but I'll go over it briefly just in case. It's best learned by simply using it, anyways. Please bear with me. A Dream is made up of numerous files, such as its Patch .FSH files, but only two are necessary: the .MAP and the .DS. (Information about Patches can be found here 3.1 THE .MAP FILE: TWO GRIDS The .MAP file contains types and locations of all the floor tiles, all the walls, and all the objects. The current maximum size of a Dream is 200 X 208. The Furcadian diamond grid draws on the principle of 17th century French philosopher and mathematician Rene Descartes. As anyone past 7th grade should probably know, two-dimensional locations are annotated as (x,y). In the "Cartesian coordinate system, the x numbers grow larger as you move away from the left edge, and the y numbers grow larger as you move up from the bottom edge. In the Furcadian system, y grows larger as you move away from the *top* edge. The Furcadian numbering is also a little eccentric: x's increase normally from left to right, but y's sort of zig-zag between two adjacent vertical files of diamonds. Between every two diamond-shaped tiles is a possible location for a wall. Walls and tiles *can* share coordinates. (60,16)

4 THE .DS FILE: THE WORDS

(Cause) "When the Moon is in the seventh house (Cond.) And Jupiter aligns with Mars (Effect) Then peace will guide the planets (Effect) And love will steer the stars..." -Age of Aquarius, from "Hair" the musical DragonSpeak is a "scripting language". It can be edited and viewed with an ordinary text editor, so long as it is saved as an ordinary .TXT type file. (.DOC and others insert invisible characters, which will mess your DragonSpeak up.) A .DS script has to have the same name as its associated .MAP file. Like other computer languages, DragonSpeak is made up of specific commands ("Lines"), and syntax. What makes DragonSpeak special is that the lines contain comments in English, which makes coding as easy as cutting and pasting the lines, and filling in the occasional blanks with numbers of objects or floors. 4.1 Lines of DragonSpeak The commands of DragonSpeak are the familiar lines beginning (0:9), and so on. DragonSpeak in its minimalized form is only parentheses, colons, and numerals. The words are only there to save humans from having to memorize what they do. (0:#) Causes (also known as Triggers) These begin with "When..." (1:#) Additional Conditions These begin with "and..." (2:0) (Felorin only knows) (3:#) Areas These refer to locations, such as "everywhere", "at position (#,#)", and locations relative to the Triggering Furre. (4:#) Filters These are the "global" conditions, such as "only where the floor is type #". (5:#) Effects These are all the things DragonSpeak can actually *do*, for example, "place Object #". The syntax of DragonSpeak is fairly easy to grasp, too. Keeping the following rules in mind, if it makes sense in plain English, then the script will do what it seems like it should do. 1. A single Trigger can have multiple Conditions, Filters, and Effects. 2. All Conditions must be satisfied to provoke any later Effects. 3. Effects limited by an Area are executed separately. (Indentation is very helpful for understanding "groupings" of areas and effects at a glance. For example, the following will give you one Happy King Richard, and one Pit With Plank, each in their respective place. ============================== (0:7) When somebody moves into position (72,41), (1:1013) and position (72,42) is object type 483, RED HERRING (1:1013) and position (72,41) is object type 161, BLUE SNIPE (3:2) at position (72,42) on the map, (5:4) place object type 484. HAPPY KING RICHARD (3:2) at position (72,40) on the map, (5:6) swap object types 161 and 162. IMPASSABLE PIT PIT WITH PLANK ============================== 4.2 Specifications for .DS Files A .DS file can be up to 8000 "lines" long. A "line" here means every (#:#), regardless of its function as trigger, filter, event, etc. It must begin with the following line: DSPK V01.10 Furcadia The "actively read" part ends with the following: *Endtriggers* 9999 *Endtriggers* You're free to put numbers in the text after this line. *Warning* Never never never put a number in your .DS file unless it is beyond the Endtriggers line *Warning* As of this writing, the SAVE OPTIMIZED function of Visual DS will corrupt the file by not leaving in the parentheses correctly. Do not use it. *Note* At the time of this writing, DS does not have Effects that are text strings. As this is so obviously useful, it's a fairly high priority.

5. The DragonSpeak "Control Structure"

A .DS file is a "control structure". The main server executes the lines very rapidly, in order, from top to bottom, over-and-over-and-over-and-over again. DragonSpeak was designed so that a user new to coding would be very likely to accomplish something, and very unlikely to hit a snare such as a "loop trap". The trade-off was that the "traditional" programming structures like "for/next" don't directly exist. This also means that "branching" (like "if/then/else") is more awkward to achieve. Comments are as useful in DragonSpeak as they are in C++ or other computer langauges. I put comments between /* and */ because this is also what many other languages happen to use. Use the one that you are most comfortable with, for your headers. When you upload a Dream, the words are not transmitted. So, unless your editor tells you it is pressed for space, there's no point to editing out the words. By removing the words, you run the risk of confusing yourself later. Try to give your places interesting names right away; don't expect yourself to come back to name it later. Names like "hallway five" or "red hallway" aren't that great. If that hallway doesn't have something special to it, consider putting something unique there so it can be "red hallway with fountain". If you *do* think of a better name, you can always put it in later but *you* need a pretty interesting name for it *now*. This is especially important if someone else is going to be working with you on the Dream. At the end of a line, always write the name of an object in all-caps (for example, RED PILLOW) after you have filled out its object number. This pays off later if something goes wrong, or if you're doing something complicated, or if someone else wants to learn from your .DS. Use all capitals for "blocks" of code. Take the time to indent them and insert carriage returns for neatness. Separate blocks with a blank line for neatness. HINT: Use rows of characters for separators. With really complex DragonSpeak, use *all different* characters at different places, so they are sort of landmarks. If it's REALLY complicated you can use rows of capital letters. AAAAAAAAAAAAAAAAAAAAAA BBBBBBBBBBBBBBBBBBBBBB CCCCCCCCCCCCCCCCCCCCCC

6. Conventions of "Structured" DragonSpeak

There are different kinds of blocks of code. Here are some categories, and the order in which they should be organized. This won't affect the running speed of the Dream, as the server does its own reorganization for optimizing after you upload it, it's for ease of reading, and knowing where to check if you want to change it later. I. Global Triggers Generally we put the "global" DragonSpeak at the top. These are the things that affect the whole Dream all the time, no matter where one is in the Dream. Ambient music, timers that start up when the Dream starts, and animation by changing Objects are all examples of global DS. (Being a logical sort, you probably did this without needing to be told.) II. Entry Triggers These are the (0:9) type Triggers. III. Geography Triggers These are Triggers that let you go from one part of the Dream to another. As a convention, put the ENTRANCE DS first and the EXIT DS immediately after. IV. Specialized Blocks of Code Although the "global" Triggers go at the top, long blocks of "global" code, relating to a game, an activity, or similarly complicated structure can be placed here. V. Frequently Changed Triggers Sometimes a Mason likes to occasionally change things around. My Bookstore Dream gets changed seasonally. I have code for a Christmas tree, and code for carving a pumpkin. VI. "Dormant" Code and Notes (Beyond *Endtriggers*) When not in use, I delete the objects from the .MAP (but not the Patch) and move the code to beyond the *endtriggers* line. I also store multiple versions of the entrytext here.

7. Template Triggers in Visual DS

Template Triggers in Visual DS are "macros": blocks of code that you use fairly often. Your Template Triggers are a personal collection of tools that you build up over time. They seem awkward at first, but if you go out of your way to set them up, it might really pay off later. One Template Trigger that I recommend for all Masons is, very simply, custom separator lines. ---,-'-<@ ---,-'-<@ ---,-'-<@ ---,-'-<@ (longstemmed roses) An unexpected use for Template Triggers is to store bits of code you just happen to *like*. To make a Template Trigger, highlight the desired code in black, in the Project Code window. Click the + in the Template Triggers window. This transfers the "snippet" as a Template. Click on New Snippet to give it a name. To insert a Template, double-click its little scroll. This is my most commonly used Template: +++++++++++++++++++++++++++++++++++++++++++++++++++++ ENTER (0:7) When somebody moves into position (#,#) (5:8) play sound 45 to whoever set off the trigger. (5:14) move the triggering furre to (#,#) if there's nobody already there. EXIT (0:7) When somebody moves into position (#,#) (5:8) play sound 45 to whoever set off the trigger. (5:14) move the triggering furre to (#,#) if there's nobody already there. +++++++++++++++++++++++++++++++++++++++++++++++++++++ *BONUS* Here are some "recipes" by Simon Potter: Simon Potter's InComplete Furcadian Guide

8. Useful Terms

This section mentions some of the mathematics behind DragonSpeak. "Algorithmics" "Algorithmics" is the study of processes. The stripes of a zebra and the spots of a leopard are pigment distribution algorithms. The spiralling shape of seashells and the hexagonal chambers of coral are formed by calcium-accretion algorithms. Algorithms can be found in the recipe for bread, or the rules of a card game. Algorithmics is a branch of mathematics that pervades computing and life. Algorithms can be formulas such as, Y=X+3 . If Y was 5, then X would be 8. Individual algorithms are sometimes called "functions" because the output "is a "function of" (depends upon) the input. Algorithms themselves can be translated from platform to platform, so algorithmics transcends individual computer languages. Computer game designers don't need to know C++, they need to know Algorithmics. "State Machines" An algorithm needs to be somehow contained, or recorded. To be used, an algorithm has to be part of some kind of "state machine." Your home computer is a very sophisticated state machine. A state machine has: --An initial "state" or record of something stored someplace --A set of possible input events --A set of new "states" that may result from the input It can also have: --A set of possible actions or output events that result from a new state The essence of a state machine is, "Some stuff goes in one end, and some stuff comes out the other end." State machines can be physical as well as electronic; Charles Babbage's famous Difference Engine was brass gears of different sizes instead of wires or microchips. Your genetic code of DNA is a huge collection of algorithms. They get processed through the chaos-powered ribosome state machine, which produces proteins. New proteins are pushed along in steps by a lever that's bumped by the jostling of molecules inside the cell. That motion, "Brownian motion" decreases with cold, so it's vital that you maintain a warm body temperature. The lever gets rocked back and forth in two distinct positions, or states. The ribosome is therefore a "discrete" state machine. The kitchen sink is a state machine. Its typical initial state is "not running". Its inputs are governed by "Left Knob" and "Right Knob". These control the outputs of varying temperatures and water pressures. The different states form a continuous spectrum of possibilities, so this is a "continuous" state machine. Sometimes when you script DS, you're building a circuit or even a "computer within a computer". DragonSpeak can be used to construct virtual (digital or "on-computer") "state machines". State Machines "Stochastic" Stochastic usually means "an approach based on probabilities", for example, stochastic analysis of the relationship of moose and wolf populations. However, "stochastic" also means "random". Felorin refers to the graphics-displaying process of the client as "purely stochastic". It's "random" in the same sense as "random access memory", the RAM of the client computer. You can contrast this approach to a "dynamic" client, for example, one that, if you Get a pillow, it writes the pillow's new location to your local hard drive (ROM). Furcadia was designed to work on a computer with a very very very limited processor, a so-called "lazy" or "dumb" terminal. I suspect you could probably construct an all-text Furcadia client that ran on a cellular phone, for a really hard-core Furcadia addict. "Linear, or Sequential, versus Parallel Processing" If a computer processes instructions in a line, a queue, it's a linear processor. The running of the DragonSpeak in your Dream is a linear process. It just happens to take place so fast that the different changes can appear to be happening at the same time, like the swirling motion of the FurreWash in New Haven. If many individual "agents" are processing at the same time, this is a "parallel" process. The architecture of the main maps of Furcadia, collectively known as the Vinca, is a sort of loose processor for sorting Furres out according to their current moods and interests. If they want to be in-character, for example, they tend towards Imaginarium; if they want to meet new people they can go to New Haven. As all the furres are doing it on their own, this is a parallel process. "Emergent Behaviors" Sometimes an algorithm incidentally produces a recognizable pattern. When this happens, it's called an "emergent behavior". In a flock of birds, each bird has a copy of that species' flocking algorithm. When geese fly, they have an urge to have one goose on either side of them. The rolls of air from their wings tends to cause them to be not too close, but not too far either. That causes them to fly in a line. There's no single mind telepathically directing them to move together, though. It's just a lot of similar impulses adding up to what looks like unity in a parallel process and the big flying V is an emergent behavior. "Variables" Although DragonSpeak doesn't have variables like other computer languages, it does have an ability to "check" what item is at a specific location. It can also place or remove or change them. The identity of the item at the location can be made to stand for a certain "state". An area of the map can be set up for the placing of the "variable" objects. Then again, sometimes an object in plain sight does double-duty as both the item itself and the variable. Suppose you want a lever that controls whether or not a kind of tile is walkable. Here's the DS for it. (0:7) When somebody moves into position (72,40), (3:2) at position (72,40) on the map, (5:6) swap object types 161 and 162 SWITCH GREEN AND RED LEVERS (0:2) When somebody moves into floor type 178, DARK GRAY DOT TILE (1:1013) and position (72,40) is object type 162, RED LEVER (5:18) Move the triggering furre back where they came from. "Iterations" Many things can "drive" a DragonSpeak state machine. It can be started up by dropping an item or bumping a lever. It can act as if it were actively "powered" by an object being repeatedly bumped ("discrete" states) or it can just keep running ("continuous" states). An "iteration" is one "round", one discrete execution of an algorithm. Sometimes iterations "increase" the effects of the initial state. You can place dominos so that the first one would knock over two, which each knock over two more, and so on, in a triangle formation. By knocking the first domino over, you would demonstrate the algorithm of powers of two, with each successive row of dominos as an iteration of the powers of two. Then again, iterations of an algorithm can "decrease" the initial effect. The way digits change as we count is easily done as an algorithm. When we count in Base 10, the 10's digit changes every time the 1's digit has changed 10 times, and the 100's digit changes every time the 10's digit has changed 10 times. Each place value changes more slowly than the one before. Sometimes you end up forming an algorithm in your mind to *write* a lengthy DS script, repeating a section numerous times, changing it a little each time. Felorin's Bowling Dream (bowling.map, included in the Furcadia download) has a lot of this kind of repetition. Being a Dream Mason requires patience, which I also call "constructive stubbornness". "Parameters" Parameters are things with variable values or states. For example, the parameters of a Furcadian Furre include their gender, race, vest color, boot color, eye color, and badge color. In a Trigger, the # sign stands for a parameter that you're supposed to replace with a number. "Permutations" A permutation is a possible value for a parameter. Sea Blue is a possible permutation of furre color. A permutation can also mean an example of something with many parameters. When you first log in, the Furcadia sends a string of characters to the server, communicating your furre avatar's colors. Each character is a parameter such as fur, hair, and eyes. "Solution Space" This is an abstract description of the sum total of all the possible permutations using every parameter. A furre overwhelmed by the perceived size of the solution space of a puzzle is likely to give up. Mazes are easy to make in Furcadian Dreams, but few furres actually enjoy solving them. That's because making them enjoyable takes a bit of effort and understanding. The main trick is to have the "solution space" looks small. That might be accomplished by putting a path around the edge so that a furre can see right away that it doesn't go on forever. That's what people like about the classical circular labyrinth with a goal at the middle. Another trick is to make the branchings more memorable. For example, you could make the pathways two tiles wide, and put a red flower pot at the first T-branching. The the furre who discovers the left branch did not work is able to recall the right branch is the next one they want to take.

In a way, when a furre first arrives in your Dream, it's like they are trying to solve a puzzle. The puzzle they are trying to solve is this: "Where are the other furres?" Whether or not a stranger stays depends strongly on how possible they think it is to find others. "Where are the other furres?!"

"Tokenizing" and "Compression" Sending information more efficiently can be done by using a code, by "encoding" it. Making the code involves analyzing typical data, looking for the most common sequences. For example, 'the ' is very common in speech. It could be assigned `!1' as its "token". The list of things to tokenize, and all the tokens, is referred to as a "compression algorithm." The system used in Furcadia created by Felorin is called "DragonFire", and is also used by FurryMUCK's server. One of the best compression algorithms is Lempel-Ziv. It has a good "compression ratio", the ratio between the sizes of uncompressed and compressed data. The PKZIP program uses Lempel-Ziv. Text files are typically half as big once run through Lempel-Ziv. Some graphics file formats are more "compressed" than others. If I PKZIP a .JPG, it typically decreases by about 3-6%. That's because the .JPG algorithm *includes* a compression stage; all .JPG's are somewhat compressed. A .GIF will typically decrease around 27-35%. Sequences of repetition, such as a row of pixels that are all the same color, are usually what get tokenized in art. Art made by 3D rendering or scanning has more shading than art hand-drawn on the computer. Furcadia's default art, being largely hand-drawn, tokenizes very well. My hand-drawn yellow chairs are 1/3 the file size of my 3D rendered yellow chairs. If download time is a concern, use hand-drawn art. For "slickness", though, rendered art is hard to beat.

9. Beyond Cut-and-Paste: Advanced Masonry

Getting a Linear Language to produce "Circular" Results: The "Dummy" Object Principle In my Go (boardgame) Dream, furres click Use (CTRL-U) to produce black stones at their feet. Doing so a second time turns the black stone to white. Doing so a third time causes the stone to disappear again. This saves Go players from having to run over, pick a stone up, and carry it back. The first step is to write down the changes you want. Next, make lines of DS for each change. Next, reverse their order. (If I didn't reverse the order, then at the top, Nothing would become a black stone, but in the next line, immediately become a white stone, and I wouldn't ever have black stones.) Then, in the first and last line, I use a dummy object, a placeholder, to prevent the last line of the cycle from undoing the first one. It doesn't really matter what I use because this is the dummy object and it doesn't actually get placed. ---------- PLACE OR REMOVE STONES (0:19) When somebody uses object type 0, (3:5) where the triggering furre (moved from/is standing at), (5:5) change object type 2401 to type 2. WHITE STONE BECOMES PILLOW (5:5) change object type 2400 to type 2401. BLACK BECOMES WHITE STONE (5:5) change object type 0 to type 2400. NOTHING BECOMES BLACK STONE (5:5) change object type 2 to type 0. PILLOW BECOMES NOTHING (5:12) play sound 27 to everyone on the map. ----------

10. WHAT MAKES A DREAM MORE APPEALING

"The well-crafted Dream is an expression of kindness to your guests." --Talzhemir 10.1 Something to Do What's interesting to those who make Dreams is not necessarily what's interesting to most furres. Puzzles that delight the mathematically-minded often nauseate others. Different people find different activities interesting. We can quantify two important aspects of an activity: process-intensity and information-intensity. The information gained playing a Number 15 puzzle where you assemble a picture, is pretty low. The fun of this kind of activity is "the doing" of it. Having an activity take too much repetition makes it "too process-intensive". In general, the typical person finds doing something more than three times, tedious. (Contrast this to the work of a coder, who may do the same thing a thousand times over and over.) Watching a play is a more information- intense activity. Too much information can be a bad thing. Most people don't like to read technical manuals. (And most coders do.) Seeing new art is a form of information- intensity, but a very very brief one, unless the object has roleplaying value. However, roleplaying often requires a kind of "critical mass", a minimum number of furres to keep things interesting. When a furres is waiting for their friends to log on, they may be reluctant to interact socially with others. This is a necessary thing-- without it, one's social circle grows too large and there isn't enough time to maintain all those relationships. After a furre has figured out, "Where are all the other furres", they are going to be faced with the question, "What can I do when my favorite people aren't here?" The Dream that offers some kind of pastime that doesn't require longterm commitment will win out. Therefore, Chinese Checkers, Hangman, and so forth, are a good ideas. 10.12 Bots Bots aren't supported officially by Furcadia. That doesn't mean we aren't aware of how much they add to the game! Some of the most successful Dreams are run by those who can combine bots with Dragonspeak. At the bare minimum, a Bot can keep your Dream up and running. If the Bot uploads the Dream, you can give it a command which a friend can type to get "Share" privileges. Or you could have a command that allows those you trust to Eject, while not giving them full Share privileges. Unfortunately, botmakers who actually code things such as databases into their bots are quite rare, and often don't have time to make such things for others. Also, installing the bot and running it is often a Dream-specific job, requiring close communication with the Mason if the Mason is not also a Botter. It's hard to compete with the Dreams that have bot driven activities such as gambling in Ithika and sparring in Lost Lakes. So, despite all the hassle, I would conclude that having at least one bot is well worth the effort! What scant information I can offer you will be found here. 10.2 The Nominal Activity Naming the Dream can have a big effect on the activities that take place in it. A place called "Dyanna's Orphanage" says alot more about what furres might DO there, than "Dyanna's Dream". Many furres will try very hard to fit in with their setting. If it's a swimming pool,they will pose splashing, wear trunks and bikinis. It's not clear what you're "supposed" to do on Acropolis, so it's not as attractive. Furres prefer places where their role is clear, to places where that isn't clear. 10.3 Depth Starting from the entry point, each general decision where to go can be like a branching of the tree of possible paths to take. We call this "depth". To communicate that your Dream is worth their continued attention, concentrate some of the "interestingness" up near the entrance, and keep doling it out as they progress. If you save your cool monuments, activities, and so forth, as a "reward" for having endured dullness and travelled further, furres are likely to perceive it as you wasting their time. Furres don't like Dreams with too much depth, because they worry they're missing out on something and they worry they will get lost. One way to help communicate that your Dream has several points of interest is Directory Gates. It's better to label them actively (in the Patch art), not passively (such as a sign you must bump). Once again, you can show some respect for the value of your guests' precious time! 10.4 Eliminate Twins Sometimes a part of a Dream accidentally feels like another part of the Dream. The brain stores mental map info by "tokenizing". One job a Mason does is to be aware of identical tokens ("twins") and try to eliminate them. Some details are so dominant that they will not be corrected by "differencing" using other aspects. Path configurations tend to dominate over walls and doors, which in turn dominate over objects, which are in turn perceived more prominently than floors. For example, an unfortunate example of this is the three exits on the SW wall of the Hall of Dreams on Allegria Island. They each have different colored floors and the one in the middle has four arches instead of three, but to the casual furre, it's usually just "some doorways on a southwest wall", "some doorways on a southwest wall", and "some doorways on a southwest wall." They're the same size, the same color; they even rest on the same sort of cobbled pathway. Worst of all is the verbal confusion this sometimes causes. What is the most likely way your locations might be described? When a furre says, "I'm outside of the exit of the Hall of Dreams," there are three places that could be! Compare this to draglan1.map (Goldwyn). Here, the buildings are different sizes. There aren't paths of a consistent width and color going to all the locations. A furre might say, "I'm at the tavern", or "I'm at the monastery in the tower," and there's a good chance someone else knows right where they are. 10.5 "Taxi" Circuits This is a more sophisticated way of getting around. While making Theriopolis, I noticed there were a number of gondolas. They didn't do anything at first, they were just scenery. So I requested that going on one, and typing ctrl-U, take a furre to the next gondola. The route brings a furre in a circle around the map. You can see them as white circles with red edges: Map of Theriopolis Theriopolis is special in that it gives the impression of being enormous. It is, actually- Diremoon and Direclaw filled nearly every last tile allowable in a Furcadia Dream. The "taxi circuit" mechanic saved us from putting in an OOC room with a number of exits to different points in the canal city. But this is one of those things that really should be explained, either on a web page, or on signs, or in the entrymessage. 10.6 How Many Bytes is Too Big? Some furres can't download large Dreams. Some can- but will not do so unless they know their friends are already there. After all- it might be a great Dream, but maybe the owner is very picky about guests, and after all that waiting, you might only get to see a tiny bit! In general, "smaller is better". Not so much because furres don't want the download wait, but because they don't like getting lost. Here, just for the sake of a casual survey, are the download sizes of several of well-known Furcadia's Dreams. The Slave Pens 225 KB Wayfarer's Inn 446 KB Lost Lakes 470 KB The Beat 491 KB Talzhemir (Bookstore) 658 KB Furtropolis 697 KB Airship Cafe 748 KB Sanctuary 900 KB 10.7 Things to get from Patchmakers It's a good idea to work with at least one Patchmaker. They can help alot making it easier for furres to get around in your Dream by providing unique landmarks and signs with writing. What other things you might want from them is highly variable, because you're balancing the download size with the interestingness, of course.

11. THE "SPECIAL NEEDS" OF THE STRICT RP DREAM

11.1: Opting In On the surface, "Strict" RP appears to be about forcing all the Dream's inhabitants to stay within VERY tight boundaries. In a game so predicated upon freedom, how is it possible to keep order, to make sure that all the characters conform? The secret is the mechanisms of "opting in". Instead of giving an `order' to a guest, opting in is a `condition'. The Dream can inform someone of what the Dream's requirements for play are. Then, it offers them a choice: Accept the restrictions, or go elsewhere. How this is phrased, is also important. It's most palatable when the wording comes across as "We understand we're not the only Dream in the universe. You can take it or leave it." A "Please" and a "Thank you" are definitely called for. A little humility goes a long way towards earning respect. If the Dream's rules go on about punishments and penalties, it will seem to have the attitude of "You WILL follow these rules or SCREW YOU!" The request to opt in should look like an invitation, not an initiation involving ritual submission. The simplest and "lightest" form of Opt In mechanism is an emit upon a passageway that says, "If you go beyond this point, you are signalling your agreement." In actual practice, this method often fails. Furres don't take this seriously. Why not? Socially speaking, it is because the "onus", the "chore" of following the rules has remained with the Dream's owner. Saying, "Anybody who goes through this door has accepted our rules." is too much like saying, "If you break the rules, don't complain when you're ejected." A better alternative is to say to the furre, "If you agree to uphold these rules then please type .I agree " How is that different...? Getting the furre to type something works because it's active, not passive, and this sends a different message. Upholding the rules isn't just a matter of somebody externally watchdogging you and hitting you on the nose with a newspaper if you transgress. Upholding the rules is something the Strict RP Dream really needs every player to be doing, constantly. 11.2: Explaining Continuity Every Dream in Furcadia is assumed to have its own "Continuity". This is composed, at the outset, of its world laws (whether or not 'magic' exists and works, for instance), established geography (Hogwarts is somewhere in England), established factions (The Rebel Alliance is fighting the Empire), plot assumptions (problems faced by Redwall or Narnian characters do not go beyond the 'PG-13'rating!), and so on. Some Dream owners want to let furres roleplay they please, as a default, and only interfere when there is an obvious violation. The advantage is that new players face the least hassle when they arrive. The problem, though, is that telling furres that what they are doing is inappropriate without warning them beforehand is unfair. Players might have happily accepted that rule if it had been up-front, but, confronted with it after the fact, they will feel like they are being punished for something that isn't their fault. So, although it takes a lot of work to lay down the rules and make everyone read them, it is also more fair. I recommend that a Strict RP Dream contain an OOC area with immediate access to Continuity guidelines. Most Continuities can be expressed clearly in about five Dragonspeak emits. Enough information can be imparted to prevent most newcomer blunders. Yes, these things could be expressed via a web page. But consider that your Dream is in competition with others to be the most efficient use of the player's time. Referring the player right off the bat to a web page may (not necessarily but often) give the impression that this is a Dream only for furres with way too much time on their paws. A gauntlet to impart crucial info (IC or OOC) can be a handy and attractive tool. The simplest form, with the least ability to be obstructed by players, ties tiles to emits. A path is made, and a line of tiles with the same emit must be crossed to progress. (This is essentially the same method used in Furcadia's Welcome Map.) 11.3: Handling the OOC Area Strict RPers don't have the liberty to RP with as many furres as they want. It is common for the player to need to "hide" their character until the furres that they normally interact with, return. The natural tendency in Strict RP is to invest time into ongoing plots. There may be important discussions occuring, and when they are interrupted by RL, there may even be a need to "stop time". When time is stopped, or when characters are involved in some IC endeavour together, they can't have always let random new furres hop in. Just as actors need a backstage area, Strict RPers need a convenient OOC lounge. You can even provide a command to teleport there. There is a tendency for the OOC area to become a sort of hangout. This is counter-productive and leads to cliquishness. To help counter this, and the tendency of the OOC area to fill up with too many idlers, it can emit a friendly reminder every so often to prod furres to "Get back out there and RP!" 11.4: "Hangouts" and, the "Scatter Effect" In Strict RP, characters have many reasons to be hidden, both IC and OOC. And this is very very counter to the first words with which I begin this document. If Strict RPers have the immediate urge, nay, need, to scatter, then how are other furres to find them? One way is for the Dream to have one main area that's chosen as an IC "hangout", a clearing house for new arrivals to link up with existing Factions or make new Contacts. A bar or restaurant is ideal. An area with reasons that it is OOC or IC a non-conflict "sanctuary" is especially attractive. A big reason that RPers "hide" themselves is that there is actually much more to Strict RP than merely being more careful about Continuity. I've collected the top 26 things that make Strict RP go alot smoother. Not all Strict RPers want all of these specific things, but they tend to want most of them. These are the things that the "newbies" don't know, and, if they aren't taught, probably will not learn. It is why the "vets" are so proud to call themselves vets: They have learned quite a bit beyond mere good spelling, creative posing, and interesting vocabulary. Mastering Strict RP It's a very good idea for the Strict RP Dream to refer to that page, or a custom page for that particular Dream. If your "veterans" are more confident that your "newbies" can understand their high standards, they're far more likely to accept and interact with them. (I give more information on running big Guilds as Appendix 2.)
APPENDIX: THE ARCHITECTURE OF FURCADIA When you log in to Furcadia, your client contacts Dragon's Eye's server, specifically, a process called Horton. Horton's first job is to check your password. The password you typed on your computer is recorded rather openly in your character's .INI file, but Dragon's Eye never actually receives it. What Horton hears is actually an encrypted version. That's why we can't tell you your password if we lose it. This is a security measure to safeguard player furres from the remote possibility of password theft on the Furcadia server, as they often use the same password elsewhere. *TIP* If you're using Furcadia from a public terminal, and you need to keep your password protected, Sanctimonious has a program that will do it, called SafeFurc. SafeFurc After connection, the client sends a string that looks something like this: color=**3)G88#"# The race and colors are encrypted as the ASCII values of the symbols. We could have made this information more efficient by compressing it better, but that would make bots significantly more difficult. In Furcadia, bots do far more public good than public harm. This has been true from the start and continues to be true six years later. When you upload your Dream, it goes through the Internet to Dragon's Eye's file storage cache process, whose name is SC, and from there, to a process called Heimdall (after the Norse watchman of the gates of Asgard). Heimdall's main business is letting furres in and out with their passwords, and taking in or handing out Dreams. Actually, there isn't just *one* Heimdall, there are lots of them, making Furcadia's architecture expandable. They don't have to all run on the same computer, thus Furcadia's architecture is distributable. Heimdalls work dynamically with Horton to keep lists where each Dream gate is, synchronized. Each Dream's DragonSpeak and Map are run in a separate process on Heimdall called a Tribble (Felorin named them after the proliferating little fuzzy things on Star Trek). The home computer of each furre guest runs the "client" program (a.k.a., the "graphics front end"). Its job is mostly to display what the main server tells it to display. Thus, all information sent by the client is filtered through the main server, and sent to other furres' clients as needed. A /whisper doesn't really go direct from your computer to someone else's. If you "hacked" your client to add red pillows to the Dream, you'd only be fooling yourself: the locations of items is kept on the main server. If you enter a Dream and there are already furres there, the main server sends coordinates and shape info for all current Dream inhabitants. When you take an ordinary step in Furcadia, the (X,Y) coordinates of your furre are NOT re-sent to everyone in the Dream with every step you take. What gets sent is the information to move your shape one space, and the information what your shape ought to look like, such as 'female/musteline/green cape/blue trousers/etc.'. The main server detects if you walk into a space with teleporting DS, and sends the information to place you, to all those connected to that Dream. This prevents someone from making a program that sends a fake teleport string, allowing them to defeat the Dream architecture by "cheating" you into a location. It is more efficient to let your client program decide to not display someone who is too far away, than to make the main server check if they are near you, and only send information if they are. Those who code bots might be aware that Furcadia's server (alpha version) sends map data as text strings. The ASCII value of these characters translate out into numbers. The details of the system have been successfully reverse-engineered by Banto Arabala, who shared this knowledge with Deltigar. If you wish to know more-- please don't ask me, because I don't know, and don't ask Sanctimonious or Felorin, because they have better things to do, and we don't have the time/energy to support Bots (or clients for other platforms, no matter HOW popular they are).

Appendix 2: Starting a Big Guild

Know what it takes... This long article was initially inspired by something written by Amberyl for Puzzle Pirates's website. Her article was geared towards running a pirate crew. (Amberyl herself is truly a wizard's wizard, famed as the author of Amberyl's MUSH manual, amongst other things.) http://www.godlike.com/mushman/ How to Know If You're Ready to Start a Big Guild A more cynical title would be, "Give up now; YOU can't have a popular Dream." But, that isn't what I think, nor what I mean to convey. Furcadia is all about having a little universe of your own, should you desire it. This article is about realizing what it takes to attract a lot of furres. 1. Have you got lots of free time to devote to it on a daily basis? First and foremost, even more than being the brains or the willpower behind the operation, the Rah provides the "social glue". He or she is the "nexus" or "hub" that holds everybody else together. You might have heard about 'quality time' but getting to know each other happens on plain ol' dumb 'quantity' time. It's important that much of the time be used to just 'hang out'. In real life, being physically near someone is a bonding thing. When little kids first start playing with others, they don't share toys or talk to each other, they just sit side-by-side and do similar activities. Before we can cooperate, we tend to want to first get comfortable with each other. For a well-populated Dream, four hours a day is typical and three hours appears to be the minimum to keep a thriving community together on a daily basis. Keeping the Dream uploaded is overrated. It helps if your Dream is uploaded by friends but ultimately, your presence was the more important component. Once a Rah leaves, Dream populations plummet. 2. Does your schedule match the busiest times on Furcadia? Like it or not, Guilds are in competition with other Guilds for furres who have talents like Patchmaking and DragonSpeak coding. They commit their time to Dreams where the Rah happens to be on whenever they are. You might be on eight hours a day-- but if it's during the time when most of America and Europe are asleep, you'll have a much tougher time finding members. 3. Do your personal tastes match what a large number of furres want? Furcadia is, by design, a world of "opting in". Sometimes what you want to play just doesn't happen to be what they want. Do you have at least nine others who also want your choice of subject? I'm not saying, "Introducing something that isn't already wildly popular is going to fail." I just want you to be realistic here: separate 'possible' from 'probable' and don't treat them as if they were the same. Introducing something new is a major handicap. The movie "Field of Dreams" gave us the saying, "If you build it- they will come." This advice rarely works for Rahs. MAYBE one or two will be drawn in? but according to me, you need at least nine to get some stability, 'critical mass'. If somebody isn't familiar with the Canine Cobalt anime cartoon series, they probably aren't going to RP in your Canine Cobalt Dream. (That was just an example I made up, to make my point. There is no Canine Cobalt anime series.) Typically, a number of furres can agree on a theme or genre (for example, "Let's play in a Harry Potter universe.") Existing works of media, such as "Star Wars" are much easier to RP than "home brew" worlds. Players prefer a fairly clear idea of what the IC world is supposed to be like. Sometimes a Rah mistakes the popularity of a subject for actually wanting RP based on it. Lots of people love "Cowboy Bebop" and would love to join a Guild where it's the subject of discussion, but have no interest in roleplaying it. Just because name their furre after a Cowboy Bebop characters like Faye and Ed and Spike doesn't necessarily mean they want to RP in the Cowboy Bebop universe. 4. Have you got a clear idea of what the play style is going to be? So many roleplaying Guilds seem to be doing fine, only to fall apart a few days later. What happened? Usually, they got together without opting-in to one single play style in advance. They have discovered too late that their own play style, which they thought was the natural play style that everybody "mature" should want, was just one of many. A trainwreck like the one I've just described is easily avoided. The successful Guild upholds a commitment to a single play style. "Play style" describes the standards and conventions to which furres can hold each other. It's not enough to have chosen a favorite background or theme. Furres also need to know in advance just how loose or controlled roleplaying is going to be. The two main camps of play style (the first big division) is Persona RP vs. Strict RP. Members of a Guild will get into serious disputes over play style unless the Rah defines and commits to one. It's usually the point at which RPing with no Guild at all falls apart. In Persona RP, the main thing is to play a consistent character. The dominant (but not necessarily the *only*) rule of play is "Hey, this is make-believe; if it isn't fun for me, why should I do it?" Persona RP is a wide spectrum of play styles but what they have in common is this: your character is viewed as your personal property, and storylines, while they may be important, are *secondary*. In the least serious sorts of Persona RP, what happened yesterday can be thrown out. Somebody who was killed can be back alive againk, for instance. In the most serious sorts of Persona RP, there's established history but it's limited to what everybody happened to witness and, because there were no disputes at the time, it's considered "accepted history". These play styles are all Persona RP, but furres who prefer the different extremes aren't compatible. In Strict RP, the dominant philosophy is, "In-character Actions should yield In-character Consequences". Strict RP introduces a concept called "The Continuity". A Continuity is made up of world laws (like, "Magic really works.") existing places, established factions, established characters, and so on. The things on which a Continuity draws are its "Source Material". In Strict RP, Continuity is so important that Strict players are willing to sacrifice or severely alter their character for the sake of drama. Developments like deaths add new features to the Continuity. As with different varieties of Persona RPers, there's a wide spectrum of styles within Strict RP, and they aren't compatible with each other. Some Strict RPers prefer "In Character Actions should yield FAIR In Character Consequences." The "Fairness Clause" permits non-consent if it seems unjust from an external perspective (for example, you wouldn't have to lose your character if they were ambushed by Jack the Ripper but you did nothing to provoke him.) To keep the RP dramatic, dodging the outcome usually has to be paid for somehow, by having to spend a minimum amount of real time hospitalized, etc. Other Strict RPers prefer "In Character Actions yield In Character Consequences, Period." Why would they find "unfairness" acceptable? Some genres are "darker", and without this kind of rule, the RP fails to create something appropriate. A game with Jack the Ripper starts to lose credibility if every one of Jack's victims can "call non-consent". So, which one will you choose? You'll be spending hours a day with the results of your choice. Before your Guild can satisfy everybody else, it has to satisfy you. * Setting up Strict Roleplaying is a lot of work. Describing your Continuity clearly is helpful. 5. Have you established your reputation for fairness and being responsible? Your first chance to display your fairness is being polite. We come from a hyooman culture where "politeness" is usually described as following conventions of society, like saying the magic words "please" and "thank you". But, at its roots, politeness is the practice of treating other people like your equals. Another important way in which your reputation gets established is by being a staffer in somebody else's Guild. You might offer to be a bartender or bouncer for someone else. To be able to keep order in your Dream, the Rah needs the OOC respect of their guests. If it seems like you treat your friends better than other guests, if there's favoritism of your girl/boy-friend, if you give abusive furres more chances than they deserve at the expense of the comfort of your other guests, then you don't seem like a capable leader. Your guests may stick around because they enjoy your Dream's ambience but their resentment may tax your patience and make being Rah less and less pleasant. Being fair pays off in respect, which leads to cooperation, which leads to contributing to the Dream. 6. Are you doing this mainly for others? It's a "buyer's market" out there, lots of other Rahs and Guilds. You're going to be in competition with those whose motto is (like they say in Dinotopia) "Others first, self last." Every Rah has a different personal balance between things for their own gratification, and things for the Guild and Dream as a whole. New Rahs, be prepared for the constant pressure to favor the latter over your own interests. A worst case scenario is, the Rah is a good patcher/Dream-coder who's made it clear that they're primarily running their Dream for their own amusement, and don't really care if guests have a good time. Immature guests come to act like they have a moral right to own that community because you don't "deserve" it. Then they may go on to try character assassination. The only defense against all of this is to have been a consistent, strong, generous, and fair presence in your Dream from the start. Furres who have seen your generosity and integrity in the longterm can't be swayed by jealous upstarts. If you're doing this mainly for yourself, you're unlikely to have the support of your guests-- and you are going to need it. Also, in general, doing things for others earns you status in Furcadia. 7. Are you familiar with Furcadia and how Dreams work? Maybe this one is a silly question for you, maybe it's not. Have you read all of Furcadia's Rules yet? http://www.furcadia.com/beekins/guardians/rules.html Some of the workings of Furcadia aren't obvious, for example, the "Silence Rule". Rahs are sometimes targeted by other furres for harassment. Beekin Guardians will not come into your Dream to be your bouncers; your sole recourse, beyond using an Ignore, is the Silence Rule. Sometimes a furre will ask me to announce that they're looking for members for their Guild. Sadly, I have to say, sorry, but I can't. The number of furres who would want their new Guild announced is far greater than the number of announcements we'd all want to hear. The same is true of personal announcements like weddings, birthdays, etc. However, a new or small Guild that's hosting an *event* open to all Furcadians is welcome to submit news. 8. Have you got ideas for what you're going to do once the Guild is up and running? As the Rah, you become responsible for more than just 'keeping the peace' and 'security'. You're responsible for your guests having a good time. Sometimes that's going to be at the cost of your own fun. Roleplaying sometimes goes along fine on its own; sometimes it requires input that you alone can provide, because you personally own the Continuity. Major disasters and tragedies are in your gawdly paws. If real life was a roleplaying game, that would be events like 9/11 and hurricanes in Florida. Major celebrations are also in your bag of tricks. Do the furres of your world celebrate a harvest festival? Is the princess getting married? Is there an invasion of wyrmmes or a scary plague on its way? In an RP Guild, the Rah is the one with the first authority to have these things happen. OOC events are great, too. Rahs can run contests just like Emerald Flame and the Beekin Associates do. Prizes can be in-Dream titles, IC or OOC. You could knight somebody's character and grant them IC lands because OOC they got your Guild's bot up and running. If you prefer not to give IC rewards, you might offer a portrait space or wings or other Digo's. Scheduling your upcoming events can be done on your own web page, but they can also be shared with everybody here: The Furcadia Community Calendar http://www.furcadia.com/services/calendar/calendar.php4?&cmd=monthly&cid=13 9. Can you take disappointment well? How do Rahs get things done? One answer is, they keep asking and asking until they find somebody who's willing to help, and they don't get disheartened by being turned down. All Rahs hear alot more "No's" and "Sorry..." than they get "Yes! Sure! Right away!" Even after getting that enthusiastic agreement, alot of furres will forget they ever committed. If it's not in your nature to forgive not being taken seriously, then being a Rah is likely to be more stressy than is healthy. But don't be discouraged at the disappointments. Bear in mind that most furres want you to see you succeed. They'll tend to remember your successes and they'll tend to forgive and forget failures. 10. Have you learned to be a good judge others' personalities? Can you tell when somebody is ready to be a Taneest? Can you decide whether or not somebody can be trusted to upload your Guild's Dream? Be aware that there are furres out there who try to get in good with a Rah just so they can make the Rah miserable by stealing their Dream. When you start a Dream you might be lucky and have a lot of furres asking if they can have "jobs" in the Dream. Great! But how do you know if they'll contribute or mess things up? Judging personalities usually takes time. It's generally a mistake to let everybody who wants a job just have it, and you're not just being "difficult" or "playing hard to get". I've asked a few successful Rahs how they "hire" furres. There's a few tricks they have in common. First, they look at the name, desc, and portrait. Does this convey somebody who can communicate fairly well, and respect your other guests? Next, they tell the furre "Maybe" and ask them to come back again a couple times more. Somebody who doesn't come back, probably wasn't going to take their "job" serious either. The next part surprised me, but when I thought about it, it made alot of sense. The Rahs didn't rely on their own impressions alone, but observed the prospective staffer interacting with others. Then they talked to those furres and got their impressions. If they "smelled right" to guests., they generally did well as staff. When the Rahs went against guest impression, they discovered their new "employee" generally had to be removed. 11. Are you willing to take an active role in getting furres connected up with others? (I don't mean this in the sense of "dating".) When someone new arrives, they say hi, and how are you. Where do you go from there? If you're the Rah, you might also ask them if they have a web page, do they like making Dreams, what drew them into your Dream, this kind of thing. It doesn't have to be related to RP at all. A Rah for a social Dream could ask for your favorite sport or hobby. RL pets is a pleasant topic too- Furcadia's got lots of people who like pets. Roleplaying actually makes this easier, by giving players something to talk about. Suppose you have "Noble Born" characters in your world. When a new player shows up, you can OOCly tell them a little about other noble-born characters they're likely to have heard about. Help them work out common backgrounds- maybe Drewsylla the Fair was promised at birth as a bride to Prince Morgone. Maybe Drewsylla and Morgone are cousins. Maybe Drewsylla was raised as a commoner and she's actually Princess Drewsylla-- Prince Morgone's sister. As the Rah, you can encourage this kind of IC interconnection in a way that nobody else can. Sometimes I find a Rah who's gone into hiding from their own Guild. I usually ask why, because not all Rahs do this. A common answer is, "Furre X is desperate for company and I can't stand their neediness anymore!" 12. Have you got a fairly good memory or are you willing to take notes? "Positive" name-dropping is a skill I've seen good Rahs use. They find out what someone likes, and then mention the name of others with the same interest. To be able to do this, you either have to remember or write it down. It may feel artificial at first. That's okay. This is a synthetic environment, after all. There's nothing wrong with augmenting your brain with paper or even just a text file in another window. 13. Can you withstand the company of furres for an extended period of time, for no immediate or direct reward? Being Rah means constant handshaking. Furres arrive and say hi; the Rah is a little bit obligated to acknowledge their presence. Furres type up good-natured physical poses towards the Rah, and the Rah is a little bit obligated to play along. Unless they're a staffer in the Dream, the new arrival tends to have little perception that the Rah may be talking to a dozen furres already. And, there is more to that hand-shaking than mere "loneliness"... As the local "alpha", it's the Rah's privilege to step in and befriend/protect a newbie guest. If the Rah doesn't-- others, female players especially, are likely to interpret this as "rejection". They will tend to echo or support the Rah's apparent choice. If, however, the Rah makes a show of greeting newcomers, then they are likely to be accepted. It's important for a Rah to at least have an intuitive grasp of all this undercurrent. A "burden" of friendliness rests on the shoulders of the Rah. This is why Rahs appear to be almost compulsively friendly. It's an aspect of their leadership. 14. Can you perceive the dynamics of relationships that underlie the immediate meanings of words? Most online community leaders are women. I find something of a gender gap on Furcadia and other online games. I hope online social leadership isn't something innate to females, but rather, a situation that puts some males at a disadvantage but can be overcome. When females get together, a lot of the words they say aren't that "meaningful". To the typical male perspective, their communication appears touchy-feely, very emotional, with little actual presentation of important information, debate, or decision-making. It can be irritating to some boys; they might say things like, "Girls are always talking but they aren't saying anything. They don't think about what they're saying, they're just making noise out of habit." What's being missed here is a level of communication that isn't entirely in the grammar. For example, it's most usual to participate in the conversation at hand. New arrivals have to spend a few lines saying hello; one thing that's happening is that they are also listening to try to catch the *thread* of the conversation. Less socialized people don't know this. They may overlook having been greeted in a friendly fashon, and complain about how, "I said something but nobody paid any attention to me!" Not getting any kind of acknowledgement, even to a sensible and courteous question, is an unfortunate signal which means something like, "You're new here, therefore you haven't achieved status in this community yet. Stuff you say doesn't really count." Sometimes somebody will arrive and immediately introduce a new topic, which gets picked up on right away. Subtle etiquette dictates that a new arrival can only do this if they've already achieved a certain amount of status within that group. (A newcomer doesn't know who has status.) Changing the subject is a form of 'dominance' behavior, and it's sometimes the prerogative of the more "established" members of the community. Somebody who comes along and introduces a topic with the intent of livening things up may have just performed the equivalent of walking up to a pack of wolves, baring their teeth and growling, or approaching a band of gorillas and beating their chest while standing upright. How well a Rah picks up on this stuff helps determine how peaceful the social group is. 15. Can you delegate tasks to others, follow up on their accomplishment, and give out recognition where it's deserved? Guild helpers are volunteers, and they are sacrificing their time just like you, the Rah, are. How does a Rah get furres to do as they've agreed? One BIG thing that encourages following through is public acknowledgement of initial commitments. For example, if Ciedelon says that he is going to make you new lawn chairs for the Guild's Dream, you can announce that on the Guild's web page. Knowing that everybody knows, Ciedelon is more likely to keep his promise. If Ciedelon actually does as he says, he deserves the Rah's thanks, on behalf of the Guild. And that, too, can be announced on a web page. The Rah earns reputation for fairness when he or she gives (both public and private) praise and thanks where it's due. 16. Can you make decisions fairly fast? For better or for worse, we tend to grant respect to those who decide more quickly than others. If a Rah wishes to be followed, they need to earn their place up at the front by being a bit faster than everybody else. Being viewed as a competent leader requires quick wits. Not everybody can do this. We think at different rates. Very very intelligent people can still be slow and/or less assertive deciders. You might be excellent at communicating offline but just happen to be a slow typist. ---------- Being successful as a Rah and having a popular Guild is not entirely up to you. There can be circumstances beyond your control (like, maybe you're the only furre in all of Furcadia who thinks the Riddick movies would be a great basis for RP). The primary reason not everybody can be a Rah is the sheer amount of time one needs to invest. There's a limit on the number of great Guilds we can have, and I think it has to do with the limit on great Rahs. Knowing how much is on the shoulders of your average Rah, I hope that everybody will try harder to help them. I think there's no shame in not being one. It's really tough yet, it seems so easy! and thus, Furcadia suffers from "Too many chiefs, not enough braves" syndrome. Much attention is given to becoming a Beekin on Furcadia. Our Rahs, Tahneest/as, and those who function like Guardians, Pixels, Masons, Bugges, etc. in private & Guild Dreams aren't getting the recognition they deserve. Give it time; we've got some things in the works that will make Guilds a more visible part of Furcadia. (This is largely Emerald Flame's and Gar's and Felorin's new treats; you'll have to wait for the Update to see what they've wrought. It's amazing stuff!) (and, I'm dying to get Chartering going again...) And... to all our Rahs, Tahneest/as, everybody who uploads Dreams for a Guild, Guild Masons, Guild artists, Guild web-site maintainers, and other supporters of Furcadia's Guild, here is a big round of applause.