From the NannyMUD documentation
2001-10-06
NAME
clubs - Rules about clubsDESCRIPTION
A club is a gathering of players around a common theme in the game. Clubs are allowed very little in regard of features and advantages. Give the club a purpose (other than existing ones, thank you) and create a background for it. Players are allowed to be members of several clubs at the same time. Some clubs might be mutually exclusive; this is also allowed. Clubs are not allowed to confer disadvantages on its members, nor are they allowed spells. No combat advantages are allowed. APPROVAL A club need to be approved before being opened. The approval of clubs is mainly to ensure that clubs follow the rules and allows the admin to keep track on what clubs exists. THE CLUB OBJECT This is the item marking a player as a member in the club. It need not be visible, but must have an id 'club_mark', be autoloading and lack weight. It must not be possible to drop. LEAVING Every club must have an option by which a member can leave it. Leaving a club should also shut off the club-line. There must be no punishments for the people deciding to leave. ADVANTAGES A club is allowed a very limited number of advantages, and those should be used to enhance the feeling of the club, not to make the club members more powerful. WWW PAGE You should create a nice WWW page for the club, that can be placed on NannyMUD's WWW pages. Due to patent problems, the WWW page cannot use any GIF images. COMMON ADVANTAGES * A few rooms where only members of the club can go. A pub with outrageous prices might be approved in those rooms. * The club might add a few extra feelings to the standard soul. * The club is allowed a chat-line. Chats on the line may, if you wish so, cost no SP to use. Read in the rules for guilds how to create a chat line.