These are the specific ideas behind this mudlib:

1. A lot of small independent objects, that are to be inherited when
   a new object is composed. Compare this with the discussion in object
   oriented design, about one tree versus several small trees (forest).

2. Variables in programs used for inheritance are (almost) never referenced
   outside of that program (object). That means that there must be functions
   to use and manipulate the data.

3. Most values will be in the range 0 - 100.

4. The skill system is a hierarchical system, which emphasize
   "learn by practice". Skills that are closely releated, will also
   help each other. For example, if you become very good using a long-sword,
   then that will help you if you use a short-sword. It will be of less help
   if you use a mace, and even less help (but still some) if you use
   magic.

5. The moving of objects is very differnt to 2.4.5. move_object() will only
   allow moves of itself. A new lfun, 'move()' has to be defined by all
   objects that wants to be moved. It is thus possible to gain better control
   over if you want an object to be movable or not. The old lfuns 'get'
   and 'drop' are no longer needed. Similar, when destructing an object,
   the lfun 'remove()' has to be called. It is still possible to destruct
   any object using the efun destruct(), but that should not normally be done
   by standard objects. The same goes for 'command()', which can no longer
   be used to force someone to do something. Instead, force_me() has to
   be called in the object to be forced.

6. The level system for players has been discarded, and will be replaced
   with a goal system.
