Ideabox survival guide

From GodWiki
Jump to navigation Jump to search
📷Picture needed
This article needs one or more pictures to be added to it. To help Godwiki, please consider adding suitable pictures. You can find some relevant pictures that are not protected by copyright or licensing here.
Artifacts of Godville
Ideabox survival guide
Type 💎Bold
Description Unknown

The Ideabox survival guide is an artifact. It helps gods survive the ideabox. Unfortunately, no god has an exact idea of the artifact's contents because no hero has ever been smart enough to open it and put the guide's ideas in a diary. Perhaps, however, heroes just don't care because climbing the pantheon of gratitude does absolutely nothing for the hero's well-being.

Theorized Contents

After much speculation, some gods have surmised that the contents contain the following:

  • Use correct grammar and spelling. Using a word processing program like Microsoft Word to compose ideabox submissions will greatly improve spelling and grammar. While ER enhancers will typically fix any small errors, a submission plagued by them has a lower chance of being accepted.
  • Godville uses american english, so try to use those spelling variations.
  • Follow submission guidelines stated in each Ideabox section! Putting an idea in the wrong section or not following the guidelines (for instance having an earthly news-type entry in the diary section) will greatly decrease your chances of success.
  • The Godville administrators have stated that the following are very important when considering phrases:
    • shorter is better. Longer and overly complicated phrases tend to become “familiar” faster. Sometimes phrases are rejected just because they are too long. The punchier, the better, so sometimes it's best to sit on your idea and see if you can cut it down and still keep the essence of it.
    • don’t overuse exclamation points. Save it for really significant matters.
    • it’s generally not good idea to address the god (player) in every other phrase. Put %rg% only when it’s really needed.

Dungeon Entries

Dungeons are fun, and perhaps you want to join in on making weird, creepy, or whimsical room descriptions - but you've never been in a dungeon, so what do you do? Here are some tips to ensure your dungeon entries fit within the game:

  • Make an effort to keep dungeon entries to one sentence. Dungeon entries typically fall into three categories. If an entry does not fit into one of these categories (for instance, if you combine multiple categories) it will almost certainly never be approved.
    • The first sentence explaining the direction the heroes moved, e.g. "The heroes move south." This is written in the present tense.
    • The second sentence explaining the room, e.g. "There is a dirty table with leftovers of someone's dinner." This type of entry has been known to encompass two sentences, but only use two sentences when absolutely necessary.
    • The third sentence explains where the heroes can go, e.g. "The group can head to the east and south."
  • Treasure hints have a %dir% attached; nearby boss hints do not. Nearby boss hints are appended to the entire turn's phrase and should also thus be kept short.
    • Treasure hints can also come in a hot/cold variety, which does not require a %dir%. Available hot/cold hints are Freezing/Very Cold → Cold → Mild → Warm → Hot → Burning/Very Hot. It is not necessary to have those words in the description, but it should be obvious what type of hint it is.
  • Bonus rooms can give +artifacts, +health, +gp or +gold, and can work on either one hero or the entire party. Trap rooms can give -health, -artifacts or -gold, and can work on either one hero or the entire party. Some trap rooms are a combination (lose health but gain an artifact).
    • Some traps/bonuses can be stepped over multiple times; some can only be activated once.
  • Descending into the dungeon, finding the treasure, and encountering a boss are all their own categories.
  • Another type of dungeon entry is influences made while in the dungeon (as opposed to in the boss fight). Encourages tend to either misfire, heal the hero, or heal the team; miracles heal the hero, the entire team, or find a random bold artifact; punishes either damage the hero or the entire team.
  • Lastly there are 'other' phrases that appear randomly when traveling through a dungeon and are appended to the rest of the phrase.

Summary: keep your entries short and sweet, no matter which dungeon category they fit into! Don't get carried away. As you will see below, all these phrases combine together to create a turn and so each individual part must be kept short.

Samples of dungeon turns

The heroes went to the east without any guidance.[1] This passing shrine has all the signs of tomb plunder: no treasure, piles of corpses and empty stew cans.[2] A wandering sage warns the party that their end is near.[3] Visible pathways lead to the west and east.[4]
  1. Heroes move to
  2. Empty room description
  3. Nearby boss hint
  4. Available directions
The heroes tumble east through a revolving bookcase.[1] The walls have ears and they look very strange indeed.[2] Nightmares rush up through invisible tunnels hurrying for the night shift.[3] All passages are obstructed, except the one leading to the west.[4]
  1. Heroes move to
  2. Empty room description
  3. Random occurence
  4. Available directions
The heroes give up their free will and head west.[1] A shady-looking man assures the team that the treasure is definitely not north, so they needn't bother looking.[2] Spiderwebs block all exits, other than to the east and north.[3]
  1. Heroes move to
  2. Treasure hint
  3. Available directions