New CUTT Website Project 2011
With his comment about no complaining without helping Drac experimented over Christmas with porting what Zebbie had originally done to the Joomla CMS framework, and how well he could customise a template.
The result is here: http://www.draconas.co.uk/cutt and I have asked the society exec if they would be interested in taking the project any further forward.
This currently has at time of writing:
- All content from Zebbies site
- Any content not available from Zebbies site was taken from the current website, it thus has all of the inaccuracies/out of dateness from there.
Thus it is, as far as I can tell, a complete replication of the content on the original site, I have gone through and pruned out the extranious html that were inherited from between 1-3 goes of copy pasting, but the formatting of most sections is basically the same.
Structurally it is a horrible mash of original site and Zebbies.
Things that it still needs to have done before being considered finished
Note many of these are not essential for it replacing the current website, though some of them are.
Images
Artwork has been what zebbie could prune / come up with in MSPaint. This has the problem of the pruned pics not looking wonderful, and the people in them not necessarily wanting their faces plastered all over the internet in makeup.
Thus what I propose / would really like is:
- "Something" for the front page, where something I haven't got a clue beyond porange had a good idea of some sort of mashup.
- Artwork for
- Either of past / present / sterotyped characters/character classes for various sections
- Holy symbols
- Any other related symbols / heraldry
- Map of universe
- Map of known world
- Map of wessex
- Map of grantagbrugge (how out of date is the current one?)
Actual photos of:
- Pysrepping for the various player races
- Pysrepping for the beastary page
- Possible some individual shots for costume
Structure
The structure needs to change. This requires probably sitting down around a table with pen and paper and working out what we want.
Thus structural suggestions welcome. The following limits are imposed by the content management system:
Menu links: Can do either to a single article, a "category list" or a "category blog"
A category list lists all the articles in that category, with a link to the sub categories at the bottom. http://www.draconas.co.uk/cutt/index.php/how-to-play is a good example of a category list.
A Category blog is laid out more like a blog, with the articles each showing a small section with a "read more link" to get the full article. http://www.draconas.co.uk/cutt/index.php/how-to-play/character-creation is a good blog example.
The side menu is content sensitive, but the content has to be created manually (the side menu displayed whatever has been assigned as the submenu of the current menu item), so you may notice that the links on the side won't always correspond to the subcategories of each section, more to what I (arbitrarily) decided was important when I created that section, thus the side-menu when you are in the magic skills section has a link to "magic rules" which is in another place entirely. That is why you have a blank side menu on some sections - in the current structure they have no submenus.
Article content / Format
The Bad news: A lot of information is probably out of date and inaccurate. I am porting a combination of the listings from Zebbies site and the website bugs spotted by malselene as a basis and listing them below.
The good news: using a content management system means that it is not required for you to have 1. an SRCF account or 2. Any knowledge of HTML (though it is still helpful!) to edit the site. Joomla has its own user system and creating accounts that can edit the site is very simple, they can create and edit articles, upload images and files all within Joomla itself. It has a WYSIWYG webpage editor for creating the content as well as a html editor for those that want to get deep and dirty under the hood.
Thus more than 1 person can update the site / add content, if you are itnerested in working on any of the sections yell at me and I will set you up an account.
Overall template / look and feel
I am not going to do major work on this at the moment as the template currently is the base release candidate template that I have machetted in situ, as the template has comments like "do not use for production until this is fixed..." all over it I am going to need overwrite it when the patch comes out and start again from scratch.
What (in my current opinion) will be staying:
- Overall layout: title bar, top nav bar, side navbar and large content area.
- Overall inner colour scheme : I like pastel as it doesn't look modern and is easy on the eye.
I personally quite like the orangle titlebar, but more people have commented on that (and possibly how it clashes with the green) than anything else, might try editing the green to soemthing more in keeping with the rest. Suggestions by people who see in more than 16 colours welcome.
Phew... I am rapidly running out of lunch hour so have to go do paid work again, until then
List of what I think are relevant comments from zebbiesite may be missing some
Photos: Most photos to be replaced. Any that are not replaced should have explicit consent sought for.
- Rules – I have not even attempted to update the published rules as part of this website redesign process, they are in the state I found them on Friday 13th August (eg: probably out of date wrt the most recent AGM changes). However, I have corrected a few really staggering inaccuracies around the place as I have gone through and noticed them, mostly relating to the Pantheons, dwarf physrepping and languages (and changing “Crofter” to “Crafter” in the truly surprising number of places the religion is casually referred to in the example text).
- Maps – The city map is out of date. You will note that the other maps don’t even exist here. This should be fixed in a final website. I’d quite like final maps to include a few more notable cities actually on the maps, but we should settle major things like what is to the east of Wallachia, and the exact locations of Kernow and Atlantis first (I thought Atlantis was roughly where Gibraltar is, but in doing this I found a couple of documents stating it is centrally located in the Med.)….
- Player Guides – I have taken player guides (and other setting info) entire from already public information on the old website and the TT wiki player-guides section wherever possible. However, yes, in some cases I have edited/shortened/updated a player guide when copying it into this project. I do not believe that I have made up or defined any new setting during these updates.
- Player Guides on this example website should NOT in any way be taken as Official Statements of anything, especially not as Refly proclamations, as they were all filled in quickly, by me in my lone capacity as a private individual, merely to pencil in blanks and in order to prune out/precis very old stuff or add in public details like recent temple relocations to the existing guides.
- On the other hand, I think that what I have linked to at present would actually be a suitable minimum for publication were we to want to go live on a new website before a full official review of player guides could be completed – on the basis that “some content” is better than a broken link. I have deliberately tried to keep the public guides relatively short and succinct in the expectation that now they can find them, some people might try to sit down and read all of them, and I feel that this process should be made as non-painful as possible (whilst still feeling that wide access to setting info is generally good, and to be preferred over the bulk of it staying private).
- interactives cost £2, not £3
List from original website bugs
Initial List Added Dec 2010 by Malselene. I can go through and label myself on all the bits that contain my opinions if people would rather me do that. I’ve flagged up everything I’ve spotted that could be in any way a problem with the website. Possibly I’ve flagged up some things that aren’t problems aswell but I've never claimed to be competent. I’ve also probably missed some so if anyone has any to add please do so.
Society – General
About Treasure Trap
- Link is broken (could probably just be removed)
- Exists on new site
The Committee
- Is out of date
- Fixed
The Refs
- Is out of date
- Fixed
The Armoury
- Link broken (Could just link to the corresponding page on the wiki?)
- Now has at least one page.
Society – Resources
Galleries
- Has an error warning at the top of the first page and no links from it work
- No gallery as yet,. Integrate with Gallery or Coppermine
Links
- Link broken (could probably just be removed)
Setting - General
Miricals and Gods
- Link broken (maybe remove if no content available as most of the relavent stuff is covered under Temples and Faiths and Spirit Rules)
- Gone
Mathemagic and Planar Theory
- Link broken (could probably just be removed)
- Gone
Setting - Grantabrugge
Welcome to Grantabrugge
- Weirdly doesn’t work in firefox but is fine in safari
- NA
Map of the City
- Possibly slightly out of date with all the occasional temple burnings and rebuildings
Temples and Faiths
- The main page is out of date with reference to pantheons
- Crafter and Vivamort at least are out of date. Many of them contain present tense references to pantheons and while the information is still valid (as I don't think pantheonic opposites are likely to become overnight buddies) it probably wants to slip into the past tense.
The Alchemists Guild
- Link broken
- Current non-existant, probably should be.
The Seekers
- Link broken (can probably be removed if there is no content as it doesn’t seem that vital especially to a new player who might just get put off by dud links)
- Removed
The Bard’s Guild
- Link broken (as above)
- Removed
The City Militia
- Link broken
- Removed
Elven Unity
- Link broken (as The Seekers)
- Removed
System – General Rules
Hits System
- The link in the heading Dexterity Armour leads nowhere
- Removed
- The DAC section of this page does not specify that it is only a melee weapon blow that can be dodged. (The DAC descriptions under Warrior, Wilderness and Subterfuge do specify this although they are missing the information that it cannot be used on DROP or SLAY calls)
- Note added it is melee only.
- The section on healing people up from bleeding currently says.
- The first HALF point of curing applied to a bleeding location stops the bleeding and has no other effect. (This will frequently result in half a point of curing being wasted, but does allow you to (usually) stop two locations bleeding with a CURE 1 and all 6 with a CURE 3). Further hits to an already bleeding location have no effect. In addition, bleeding can be stopped by use of bandaging as part of the First Aid skill. Note that halves round up after healing as long as you aren't actively in combat at the time.
- It has been indicated to me a couple of times that this may not match what most people are using in play and it seems to be a point of confusion as to what exactly the rules are and hence may need clarifying.
System - Skill Trees
General Skills
- Under Background Skills
- Common background skills have a player guide that you will be provided with on purchasing the skill, which will provide information about the area of expertise of the skill (for example, Alchemy Guild Lore might provide you with a sheet defining the size and location of the Guild, the names of major members and their basic personalities, the organisational structure etc).
- I think this wants looking at as I believe most player guides are handed out on organizational membership without requiring background skills.
Racial Packages
- This page states that Kender can not be priests which I believe is no longer the case.
- The formatting for Skaven is out of line with the rest of the page
- Fixed
- Skaven probably also wants the following to be added to it’s list of stuff to bring them in line with what is on the list for humans
- • May learn Magical or Spiritual skills, or worship a god as a lay follower.
- • Take normal effect from all spells, miracles, damage and other abilities.
Subterfuge Skills, Warrior Skills and Wilderness Skills
- Some skills are currently written as
- Conceal Item (5xp) [Requires Subterfuge 2n-1] or Fitness (6xp)[Warrior n]
- I think it would be clearer written as
- Conceal Item 1,2,3,4 (5xp) [requires subterfuge I,III,V,VII] or Fitness 1-8 (6xp)[Warrior of equal level]
- as the lack of an n on the left side of the equation is displeasing to my mathematics and might lead to confusion but your milage may vary.
- The DAC descriptions on these pages don’t include the fact that DAC cannot be used on DROP or SLAY calls.
- Fixed by removing DAC descriptions and pointing at the Combat rules page so DAC is described in exactly 1 place. Skill description now covers the rules for how it gives you DAC.
Warrior Skils
- Armour has may be purchased multiple times multiple times (twice) it it's description.
Magic Rules
- Learning spells may want looking at as I think references to cost for learning library spells is now out of date
- The creation of scroll section needs looking at
Magic Skills
- The Formular for XP costing of spells could do with a "rounding up" added.
Spirit Rules
- The stuff on pantheons is now out of date.
Spirit Skills
- The stuff under power meld still has references to pantheons and probably needs correcting.
The Pantheon
- The pages for individual gods that link from this still have old miricle trees including Blessing as well as references to pantheonic opposites. Equally the page itself lists the pantheons as they were rather than as they are.
Alchemy Rules
- The Alchemy Basics link that leads off from Alchemy rules goes nowhere which probably doesn’t help put the complexity of the alchemy system in a good light.
Non Page Specific Stuff
The descriptions for how many times skills can be bought is decidedly unclear. Many skills state that they can be bought multiple times while others which should be able to do do not. (In subterfuge hide tracks can be bought multiple times, alias doesn't say it can an even though it's implicit in the description. In warrior armour can be bought multiple times but dueling can not).
The wordings used are inconsistent across the site Elemental Skill, Power and Might on the magic skills page have "This skill may be bought more than once." rather than "This skill can be bought multiple times.".
Skills that can't be bought at every level but only at some generally have no indication for this beyond multiple numbers in the [requires ext] box. This is slightly unclear to someone not used to the system. (Extra rage being the one that very much confused me on first learning the rules)
And I still have no idea whether it would be allowed to buy subterfuge 9 (through double buying) merely for the bragging rights of being the best theif in the entire world or not
My proposed solution for this would be to include a list of how many levels a skill can be bought for in the title. i.e. Elemental Skill 1-8, Blindfighting 1-3 or Berserk. Of course this possibly fails when you consider skills like armour that can technically be bought up to level 8 but cease to have descernable effect after level 5)
Rules that appear to be missing/rules calls it would probably be a good idea to have on the website
I've listed what I can think of but please add more.
- Precisely what can or can’t be used as a holy symbol. Attached or unattached body parts ext.
- Calling down the damage grade of buffed weapons. – Can a flamebladed sword go down to red nothing or is it limited to red half.
- The combination or non combination of spirit and subdue damage. (I'm fairly sure it's a non combination but can't be 100% sure as there may be a new and different ref call since I was given one)
- The allowable use of non metallic weapons physreps (other than staffs) with regard to mages, elemental elves and metal limits.
Original doc for me to steal relevant notes from:
Dear Society,
It has come to my attention that there are some issues with the current CUTT website. Whilst it is full of many, many thousand words of useful content, it has been mentioned that is also arranged in a non-intuitive way, there are broken links, some topics are spread across several areas or repeated, and the general look is starting to date (it also needs an info update before the new year, but that is a known issue). It is occasionally mentioned as putting people off the society.
Therefore, I have written a proposed new CUTT website.
You can find it [here]
I am still in the process of moving content across, however I feel I have done enough already to give a clear idea of my aim and intentions.
Sadly I only have a 1xp Background Skill in Web Design and so there are a few things which I have not been able to implement as I would like. These are listed below for your attention – were this outline or something like it to be used as the main site, someone with actual web skills would need to volunteer to take this on, in particular creating a css stylesheet for the entire site. I feel that I have now done everything which I am able to do towards this project in bringing it this far.
Please also be aware that this is a draft outline intended to give a useful impression of my ideas – I have also included a ‘stuff you are probably already thinking’ section below, intended to pre-empt some of the more obvious Fail points this raises.
You will also notice as you go through that the draft website has a minor case of Oni poisoning in places – these MS Paint icons denote places where content does not actually seem to exist, eg: we have no photos of a dwarf with the new physrepping, for example. Should anyone wish to gather a party of brave administrators to clear out all the Taintbeasts from the website, that would be excellent – mostly they are used to denote short mini-projects to fill in specific pages.
I would love to hear any other comments or suggestions, and especially offers to help make this into something actually useable over the next few weeks to get a more accessible website up and running, ideally in time for the new academic year.
Cheers,
Zebbie
I like the general look and feel of what is there so far, subject to many of the suggestions below (particularly the one about sliding/expanding menu items). Are we going to try to roll this out for the new year? Are there any tasks that those in charge of hosting etc. can open for work by other members of the society, eg. wrt. writing text or creating images? --Chevron
Aquarion has also been working on an improved TT website and will be producing a public draft soon, once it contains some content - there can then be discussion of what features people actually want to see/what style we should use etc, in view to trying to get it sorted over the next month or so ready for the new year.
Entimix has already volunteered to start looking at the technical implementation of the site! :D The front page of this site contains this, using a seperate menu file that can be included from any page: http://entimix.aqxs.net/tt/
- Currently only the front page has the new work on it; the rest is just a straight copy of Zebbie's version. --Entimix
- I hate to be critical of something I am not helping with, but I think that the overall bounce out style of menu is actually quite bad from a user experience POV - especially for things like the guides which are 4 levels deep of nesting. Would much prefer a menu where clicking on the heading expands that sections sub-links and so on. If you look at websites that use them (www.ebuyer.com is quite a good expample) the temporary section is usually only 1 level of nesting which covers a broad category, then sub sections work as a persistant menu to make navigating around the little section you are in easier. --Drac
- That is a good thought - I have found that I sometimes 'slip off' the menu when navigating to the bottom of a long list in the guides and have it all close, if they can be made persistant whilst using them this would be eliminated. --Zebbie
- Aye, I also had similar thoughts, but hadn't got round to playing with different implementations. Deferring to Aquarion's work for now, though. --Entimix
At risk of being burned alive: would it be worth making use of a CMS system such as Mambo/Joomla?/Drupal?/Another? of the implementers choice? You have to do a bit of sitting down and thinking up front but afterwards maintenance is easier and you have things like a WYSIWYG interface for creating/updating the pages.--Drac
Stuff I didn’t have the 1337 skillz to implement.
- You will swiftly notice that the entire website css is currently linked to the stylesheet for www.matthew.ath.cx – this is because it was a convenient nearby implementation of a mouseover sidebar menu. I do not know how to make sidebar menus or generate the css powering this one. I am hoping that someone else might.
- Done, mostly using existing material --Entimix
- Due to parasticially attaching to another website’s stylesheet, the rest of the style of this draft also currently resembles that website. I’d quite like to make a few surface aesthetic changes, such as possibly having the menu on the right instead of the left and giving the website a colour scheme (I would suggest something based off dark grey/sand/blood red but this could be put to vote). I’d also quite like the heading banner ‘Cambridge University Treasure Trap’ to be a lot prettier, possibly involving an image (see: the DUTT website), and not have underlined text in the subpages despite still functioning as a backlink. We could even use different fonts and stuff in different places, though perhaps not “fake old-fashioned handwriting” font, despite it being incredibly tempting to put everywhere. To be super-picky, I’d quite like the default width of the text area on a standard display to line up the boxes on the Player Guides: Faith page into two rows of 7, though this may be entirely browser/monitor dependent and therefore the ‘default’ will just vary by viewer.
- Will defer to someone who has a better idea of what looks good here, and try to implement along their guidelines --Entimix
- Ideally the source of the entire navigation menu would eventually become part of the stylesheet rather than taking up a huge amount of repeated source on each page – this would also mean that we could more easily add and remove pages without having to change it in every single place and inevitably forgetting some/introducing random broken links through typos etc. If this did become the latest TT website, a good time to introduce a stylesheet-based menu would probably be when moving the site from my space to TT space as that will break all the links anyway (Find/Replace? “~jcc46/CUTT” with “tt”, anyone?).
- Done using shtml and ssi's; could use php instead, or xml/xslt. If anyone has any strong opinions on the Correct Way To Do Things, I'm all ears. --Entimix
- Try as I might, I couldn’t get the stupid little boxes on the player guides to stay apart from each other rather than touching at the sides in their rows. :-p They also sometimes affect the heading above or below as if they are somehow narrower than the rest of the page, this is a bit of a mystery to me.
- I’d like to have the description text of the bestiary page hidden except on mouseover of the appropriate picture – that would make it a lot less daunting as the three rows of images basically fit into one screen whereas the list is epic – and it would be a much more similar interface to the other pages, where the picture is a clickable link to a take you to a whole new page for the player guide. I think consistency in use is quite an important issue to get right across the site. Otherwise, I think the bestiary is very long and should possibly be split into three pages (on, below and above the Prime), however I’m loathe to introduce this extra complexity to what should be a straightforward resource, especially as it disadvantages new players more than old and new players might be expected to use it more frequently.
- The player guide boxes and the text all do awesome wrappy things if you resize the window, but the core menu fails this a bit and starts to overlap other content if you make the window too narrow at present.
- I suspect that having boxes and images as links for the player guides might turn out to annoy some subset of people using some subset of technology to view the site. I think it looks inviting and makes the concepts a lot clearer (as the images also inform), and is a deliberate way of integrating images into the content with a practical purpose rather than just having a guy in a mask looking lost in the corner (as on many larp websites and shops). However, people who know who this might irritate and why may also know ways to fix this problem, and that would be a Good Thing.
- I am aware there are Many Browsers and that all of them are the One True Browser. Currently bits of this mock-up seem to go wrong in different ways in different browsers – the best one to use to see it at present is Internet Explorer 8, because that lets you actually see that the menu is a working two-stage mouseover table which is kind of the whole point of the design, and this fails in several other browsers/editions. I am afraid that I do not know how to make this work in the others, I hope someone else does.
- Testing on Firefox on Ubuntu for the moment, will look at it with other browsers/OSes? at some future point. --Entimix
- I am sure there is something cool and accessible that could be done with the gallery, involving lots of pictures which you can click for full-screen versions, or a slideshow or something – and ideally not the old purple TT gallery that is all text/borders and therefore only has tiny thumbnail images, or just using links to an outside site. In the meantime I have just stuck a token amount of prettier-costumed/higher quality photos up to give an idea.
- There are several good free gallery packages available which do all the work for us: Coppermine and the imaginatively named Gallery spring immidately to mind --Drac
Stuff you are probably already thinking
- Photo Use – yes, I don’t think we should use any photos of people without their explicit consent, or the consent of the person who took the picture. I have used already-wiki-linked TT photos in this draft as examples, to give an impression of how the site might look if Approved Images were used. We could just use drawings everywhere, and no photos outside the Gallery at all, of course (though realistic drawing is also something I only have 1xp in, and so it also would need a volunteer). However, I do specifically like the use of photos for the races/bestiary pages as it allows people to see the physrep of the race “in play” – I don’t think I’d want a even a beautiful drawing of a ratty Skaven in preference to a photo of a larper in facepaint there, for example (both might be an option).
- I am happy to draw stuff (time permitting) and have any of my drawings used -Porange
- Having thought about this a bit more, I am now not so sure we want random illustrations/icons throughout to be drawings rather than photographs due to futureproofing issues - if, say, we got porange to illustrate lots of stuff on the site (assuming this were even plausible for time/effort), then we have committed to a porange-art style and only porange can then add more stuff to it without it getting messy - and might well have other priorities in the future. On the other hand, photos have a low barrier to entry. It would be nice if a new website lasted us until at least the 10th anniversary of the society, so perhaps another three years (assuming occasional updates for rules changes and new exec/ref details and frequent ones for new gossips and updated event times, as read). Having said this, some porangeart versions of the country, world and universe maps to replace the MS Paint versions would be excellent!. --Zebbie.
- I am more than happy to do a photoshoot outside somewhere (ideally in sunlight in summer but I'm felxable) in order to get some decent shots for the website. --Edith
- I would love to have a go at doing photos as well (also ideally in sunlight 'cos I have no access to flashs) --Aardvark
- Image Quality – yes, the photoshopping/cropping on some of the images is pretty poor, this is because more tidying of any specific images seemed a foolish use of time given the point above. I have edited things just enough to hopefully give an impression of how I would like them to be. Likewise, I have currently included some photos that are really too grainy to be ideal, because that is all that sprang readily to hand and I felt it was better than nothing.
- Photo Pedantry – yes, some of the things in the pictures are not actually physrepping the thing I have used them to represent. This is usually because they were also nicely meeting the physrep requirements for the thing I wanted, and had a cool costume that there is a easy-to-find photo of. Therefore please accept it as a deliberate artistic decision in this instance rather than leaving me lots of comments about Being Wrong.
- MS Paint – yes, I don’t think drawing icons in MS Paint is *actually* the way to create a professional website. It’s helluva quick though! Ideally I’d like to see some pretty drawings where I currently have Paint monstrosities as placeholders.
- Rules – I have not even attempted to update the published rules as part of this website redesign process, they are in the state I found them on Friday 13th August (eg: probably out of date wrt the most recent AGM changes). However, I have corrected a few really staggering inaccuracies around the place as I have gone through and noticed them, mostly relating to the Pantheons, dwarf physrepping and languages (and changing “Crofter” to “Crafter” in the truly surprising number of places the religion is casually referred to in the example text).
- Maps – The city map is out of date. You will note that the other maps don’t even exist here. This should be fixed in a final website. I’d quite like final maps to include a few more notable cities actually on the maps, but we should settle major things like what is to the east of Wallachia, and the exact locations of Kernow and Atlantis first (I thought Atlantis was roughly where Gibraltar is, but in doing this I found a couple of documents stating it is centrally located in the Med.)….
- Player Guides – I have taken player guides (and other setting info) entire from already public information on the old website and the TT wiki player-guides section wherever possible. However, yes, in some cases I have edited/shortened/updated a player guide when copying it into this project. I do not believe that I have made up or defined any new setting during these updates.
- Player Guides on this example website should NOT in any way be taken as Official Statements of anything, especially not as Refly proclamations, as they were all filled in quickly, by me in my lone capacity as a private individual, merely to pencil in blanks and in order to prune out/precis very old stuff or add in public details like recent temple relocations to the existing guides.
- On the other hand, I think that what I have linked to at present would actually be a suitable minimum for publication were we to want to go live on a new website before a full official review of player guides could be completed – on the basis that “some content” is better than a broken link. I have deliberately tried to keep the public guides relatively short and succinct in the expectation that now they can find them, some people might try to sit down and read all of them, and I feel that this process should be made as non-painful as possible (whilst still feeling that wide access to setting info is generally good, and to be preferred over the bulk of it staying private).
- There are a couple of bugs which can be fixed when moving to a stylesheet – in some pages I have defined “float” as left, right or center on a page by page basis, this could stay on the page or updated to apply from a central point. Due to a typo I didn’t spot before copying the menu onto every page, the character creation pages are currently oddly linked off ‘events’ in their address, I have set it up so the links work atm, but for tidiness this ought to be corrected on a central stylesheet based menu.
- Most of the top-level sections on the menu turned out to be links to their directories, rather than not-links-to-anything (like the “Community” one) – I only realised I had not made that change to de-link them after creating nearly all the other pages with the broken menu on each, so I think that is another issue to fix in stylesheet phase. They certainly mustn’t be left as they are!
- Noticed that too - wasn't sure if you intended to make pages for them later or not. Will de-link. --Entimix
- Related to the above, the "Races.html" page in particular exists and is linked in some menus but seemingly not in others. (This is quite irritating as it took approximately a billion years to make even to the current state).
- Fixed here now, though the version I sent you still has it broken --Entimix
- The three pages off “How It Works” all relate to Combat and Safety, and at present all of them are the same page….this is because when copying the menu I seem to have left all the links as pointing to the Safety page. The content for the others has been transferred and is in the SRCF space behind it, appropriately, so hopefully that will be another issue that is quick to fix when creating a central stylesheet menu. I have also not bothered to fiddle with correcting internal links between those three pages at present, due to two of them not being properly linked anyway.
- Again, fixed over here now, though the 'Combat' page appears to not exist? --Entimix
- interactives cost £2, not £3
Content Changes Needed
- Just something I randomly noticed at work: the glossary for canon doesn't seem to mention what "canon" actually means: generally something that is a true fact. --Drac
- ley lines dont extend between planes
- godplanes are higher up than magic
- maybe dont use ariane for a grey man
(my plan had been to use 'any random human pc not wearing anything too distinctive' for a grey man photo, but then Ariane came into that category and it seemed appropriate to use that as the image, the idea was to emphasise how they look like pcs ---Zebbie)
- I'd prefer it if you used someone who isn't in play any more, as that could cause some awkward questions when she comes back into play next year... --Pufferfish
- maybe swap Ceyl and the angel of ishmund (given they are both angels anyway :p), or people will assume angels have to have freaky eye makeup (whereas gods sometimes do have extra bonus physrepping)?
- paraelemental plane writing implies such planes dont exist rather than they do (as do paraelementals)
- I've been explicitly told several times that they *dont* exist by previous refteams. Is this incorrect? --Ahdok
- and this is what we call Incomplete Transmission Of Information... I can say for sure that they have existed and been relevant in play before, and as far as I'm concerned they probably still exist... --ChessyPig
- Aye, I've been told the planes exist, but the elementals probably don't. That anyone has seen... --Pufferfish
- At some point I believe the non-existence of paraelementals (and possibly paraelemental planes, although I'm not sure) was a plot point. On the other hand, weren't Sparky and Twinkles' children para-elementals? I reckon it's best to put this one in the box marked "Don't Poke", make a ruling and stick with it until it's forgotten and we have the whole discussion over again in a few year's time. --Jacob
- Sparky and Twinkles' children were specifically *not* paraelementals, but were unstable because of their "interesting" "parentage" --Pufferfish
- [Ah, Sparky and Twinkles. And now I don't believe there's anyone left in system who ever met them. Ah well.]