From the NannyMUD documentation

LAST CHANGE

2001-10-06

RULES

NAME

        clubs - Rules about clubs

DESCRIPTION

	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.