Societies can be created in order for players to create their own rules to follow within some scope (i.e. the society). For instance, there could be a PKiller's society that allows all members to kill each other, or a Roleplayer's society where all members agree to roleplay whenever they are in the presence of another member. Societies were implemented as a curiousity to see how players handle a world where they create and govern their own rules. Call me a sadist, but I'm interested in what will happen... If this isn't your cup of tea, Societies can easily act as a fairly decent method for implementing clans. And, unlike most clan code out there, any given player can belong to any number of societies. If you decide to use our society code, please make note of it in your helpfile(s) relating to societies. Simply noting that this was orionally written by Alister of Aeonian Dreams would work splendid. I have not actually tried to patch societies into stock circle, but I would be willing to bet my firstborn child (bah, who needs 'em anyways) that societies will patch into any circleMUD that has the GET_IDNUM macro defined in utils.h The process for setting up societies is simple: 1. At the top of act.other.c add: #include "society.h" 2. Add the two functions in do_society.c to act.other.c 3. At the top of db.c add: #include "society.h" 4. Add a new command to access do_society in interpreter.c 5. In db.c search for: boot_social_messages() 6. Below it add: log("Booting societies."); societyBoot(); 7. In your makefile, add society.c to CXREF_FILES, and add society.o to OBJFILES 8. Rebuild your MUD, and you now have societies! - Alister Aeonian Dreams: telnet://dreams.game-host.org:4000