World settings
World settings define the rules players encounter before and during play. Open World > Config to manage them. The page separates the world’s general Edit form, Advanced Config, and related management panels; this guide groups the same controls by their effect on players.
Only the author and builders of rank 3 or 4 can configure the world. See Builders and permissions before sharing that access.
Discovery and first impressions
Section titled “Discovery and first impressions”Select the general Edit button for these fields:
| Setting | Player impact |
|---|---|
| Name | Identifies the world in its lobby and editor. |
| Description | Introduces the world in its lobby. State the premise, expected style of play, and any unusual rules. |
| Message of the Day | Appears when a player enters the world. Use it for immediate instructions or current notices. |
| Is Public | Makes the world visible and searchable to everyone. A private world remains limited to its author, builders, and players who already have a character there. |
Advanced Config also provides:
- Built By, the creator credit shown in the world lobby. It defaults to the author’s username when blank.
- 740 x 332 Card URL, used for general-lobby art.
- 2300 x 598 Banner URL, used for the world-lobby banner.
Visibility is not the same as featured placement. See Visibility, sharing, and curation before asking players to find a finished world.
Character creation and the start of play
Section titled “Character creation and the start of play”These settings define what a new character receives and where that character begins:
| Setting | Player impact |
|---|---|
| Starting Gold | Gives this much default currency to a new character. |
| Starting Room | Places a new character in this room unless the selected or default core faction defines its own starting room. |
| Can Select Core Faction | Lets players choose a core faction during creation. When disabled, every player receives the default core faction. |
| Classless Players | Removes the standard starting archetype and its skills. Builders must provide the custom skills players can learn. |
The Starting EQ management panel on the same Config page controls starting items; it is not part of the Advanced Config edit form. Coordinate starting gold, equipment, room safety, and the first instructions as one onboarding experience. See Items, Factions, and Custom skills for the systems behind those choices.
Combat and PvP
Section titled “Combat and PvP”Narrative World disables combat and hides combat-related interface elements. Use it when fighting is outside the world’s design rather than merely uncommon.
For a multiplayer world that allows combat, PvP Mode controls attacks between players:
| Mode | Behavior |
|---|---|
| Free for All | Players may attack one another except in peaceful rooms. |
| Disabled | Players cannot attack one another. |
| PvP Zones | PvP is off by default and enabled only in zones configured for it. |
Room-level Peaceful flags still matter in Free for All mode. Plan safe arrival, recovery, and social spaces before enabling broad PvP. Narrative World disables combat as a whole, so its setting takes precedence over a PvP design.
Death and recovery
Section titled “Death and recovery”Three settings work together:
- Death EQ Loss decides what happens to the character’s possessions.
- Death Room is the default recovery destination and fallback.
- Death Route chooses among eligible faction procession rooms when the world defines them.
The available loss modes are:
| Mode | Result |
|---|---|
| Lose None | The player keeps inventory and equipped items. |
| Lose All | Inventory and equipped items are left in the corpse. |
| Lose Gold | The player pays a repair charge based on equipped-item value, limited by the gold they carry. This charge is not applied when another player made the kill. |
| Lose Inventory | Inventory is left in the corpse; equipped items remain equipped. |
| Destroy Equipped Items | Equipped items are permanently destroyed; carried inventory remains. |
Death Route offers Top Faction, Nearest Room, Furthest Room, and Nearest in Zone. These compare eligible faction procession rooms; Nearest in Zone falls back to the nearest eligible room when none exists in the death zone. If no eligible procession room applies, the character returns to Death Room.
Death penalties and routes can make an otherwise playable area unrecoverable. Test death with an empty inventory, valuable equipment, different faction standings, and from remote zones. Make sure a defeated character can continue without crossing a lock or encounter that assumes the lost gear.
Inventory convenience
Section titled “Inventory convenience”Auto Equip Items equips a newly acquired item when its corresponding equipment slot is empty. It does not replace an occupied slot. Decide whether automatic equipment supports the world’s tone, then explain the behavior in early onboarding if receiving an item will visibly change a character.
Names, titles, and communication
Section titled “Names, titles, and communication”These controls determine how players present themselves and talk:
| Setting | Player impact |
|---|---|
| Players Can Set Title | Allows players to change their own title. |
| Allow Non-ASCII Names | Permits non-ASCII characters in character names. |
| Enable Channels | Enables the global chat, gossip, and clan-chat channels. Room speech and direct social commands are separate systems. |
The Name Exclusions panel accepts one prohibited character name per line. Use it for names that conflict with important characters, moderation needs, or the fiction. It is a separate edit control on the Config page, not a field in Advanced Config.
Disabling channels changes how multiplayer players can find help and coordinate at a distance. Provide an in-world alternative or say-based expectation when global communication is intentionally unavailable.
Related systems on the Config page
Section titled “Related systems on the Config page”The Config page also links to management areas rather than placing all behavior in one settings form. Those areas include world administration, builders, players, factions, facts, custom skills, starting equipment, socials, currencies, random-item profiles, transformations, and instances.
Treat a settings change as part of a player workflow, not an isolated checkbox. Before opening a world to players, create a new ordinary character and verify:
- the lobby description and entry message;
- every creation choice and prohibited-name case;
- starting room, gold, equipment, faction, and skills;
- combat, PvP, death penalty, and recovery route; and
- titles and each intended communication channel.