Wizzing

RetroMUD has a very strict wizzing policy due to
the unfortunate relationship we have with several
MUDs, and the unpleasant actions of previous wizards.

* YOU MUST KNOW HOW TO CODE.  This does not mean you
must have a perfect understanding of LPC.  It does
mean you should have enough ability to code a room,
given that you are familiar with our particular mudlib.
If you don't have the faintest idea what a mudlib is
or how to code an object, don't bother.

NOTE:  You show some progress on an area within a MONTH of you wizzing!
If you can't do that, don't bother.

* YOU MUST HAVE A REPUTABLE SITE.  It is an unfortunate
circumstance that we have had many sabotage attempts,
code stealing, and other nonsense that has made it
extremely difficult to trust any wizard blindly.  Even
in cases where we feel the individual applying is
trustworthy, wizards associate with other players from
their site.  We have no way of knowing whether or not
this is really the case, so we have to assume it is
(assuring us that it isn't doesn't mean much).  What
this means is that you could be an excellent coder,
a trustworthy person, and turned down simply because
your site has had individuals on it who have caused
us trouble.  It's an unfortunate but necessary
restriction.

* YOU MUST HAVE A SPONSOR.  A sponsor is any archwizard
or administrator.  The said archwizard and administrator
is responsible for teaching you the ins and outs of
the mudlib code, making sure you code what you're assigned,
and most importantly, is the person who has to answer
for your actions should you fail to code anything.
Sponsors indicate a wizard willing to trust you - that
carries a lot of weight.

* YOU CAN'T PLAY THE GAME AND WIZ TOO.  This 
restriction came about as a result of having wizards who
play the game and unintentionally using their wizardly
knowledge to further their own ends.  A wizard can't
help but find out about level quests, can't help but
hear about future changes that may negatively affect
his character, and is all too tempted to come on and
reimburse his character or his friends when he shouldn't.
No matter how honest you are, no matter how much
you try not to look at anybody's code, it's an inevitability
that the wizard/player has advantages over his more 
mundane counterparts.

NOTE:  You MUST PERMANENTLY GIVE AWAY OR SELL your eq and leave 
your castle deserted.  Too many wizards have player friends save 
their eq so they can dewiz at a later date.

* YOU CAN'T BE REWIZZED.  There are occassional
exceptions to this, but chances are, unless we need your
incredible coding skill, once you dewiz, you're dewizzed
for life.  The reason being that this is similar to being a
wizard and a player simultaneously, instead in this case
you take turns.  Code an area, play for awhile, get bored
with that and go back to coding an area.  Likewise, wizards
who dewiz do so with the knowledge that there's no going
back.  We do this because otherwise we get the "code-by-
night" wizards who only want to code one area (the ultimate
area of course) and then play in it as a player.  Often we
find the areas curiously lopsided to cater to that particular
character.  We want serious wizards who can potentially 
be archwizards, not mercenary hacks.

NOTE:  YOU GET NOTHING BACK WHEN YOU DEWIZ (no, not even your primal energy
points anymore).

* YOU MUST PLAY THE GAME.  We do not accept players
who are fifth level and ask to be wizards.  We don't know 
anything about you.  Even if you do have a long and glorious
history of coding, we don't know you, and you don't know
us, so we need to get to know each other - the best way is
by playing the game.  You also learn what it's like to be a
player, and all the nuances that comes with playing.  If
you don't have the patience to do this, you certainly won't
have the patience to code - most of all, no coder is "too good"
to be a player.  We're here to code for you guys, the best way
to do that is to have player experience (but note, have player
EXPERIENCE, not be a player). You must be at least 45th level to
qualify as 'having played for awhile'.

* YOU MUST BE ABLE TO WRITE.  MUDs are based on written 
communication - Everything here is written for players to read.  
It's a necessary part of the medium.  If you can not write well 
on a basic level, we can't afford to teach you - it takes too 
much time and energy on our part for very little return on yours.  
You don't have to be a genius when it comes to writing, but you 
must be able to write and spellcheck your own areas without 
having problems in every single room/monster/object that gets 
put into the game.

If you think you have what it takes, if you're creative and open-
minded, if you're not afraid to defend your points (note:  we
argue a lot over things), then ask the wizard sponsoring you,
or Talien, to see if you can wiz.  New wizards are ALWAYS
welcome!