I’ll try to address your concerns from two angles. First:
Linebreaks in Markdown
Hard linebreaks in Markdown have a complicated history. The original syntax says:
The implication of the “one or more consecutive lines of text” rule is that Markdown supports “hard-wrapped” text paragraphs. This differs significantly from most other text-to-HTML formatters (including Movable Type’s “Convert Line Breaks” option) which translate every line break character in a paragraph into a <br />
tag.
When you do want to insert a <br />
break tag using Markdown, you end a line with two or more spaces, then type return.
However, many developers found that unsatisfactory, and various alternative solutions were developed in various Markdown parsers. One of those is the backslash at the end of a line, as described in CommonMark, which was later adapted into GitHub Flavored Markdown.
That behavior is by no means universal, however. Redcarpet, the Markdown parser used by Ares, has a hard_wrap
option that makes it actually parse line breaks as you see them, so that:
one line
another line
Actually renders as:
one line<br>
another line
This way is most compatible with text entered on a MU client, IMHO, which is why it’s the one Ares uses.
But why are we concerned about text entered on the MU client? That brings us to the second angle…
Markdown in Ares
Generally speaking, there’s no such thing in Ares as “text intended for the portal”. Everything goes into a common back-end and database, and is designed so that it can be entered or rendered on either a MU client or the portal.
For example, relationships are typically more of a portal thing, but they can also be viewed and managed from a MU client with the relationships
command. Descriptions, backgrounds, forum posts, mail messages, jobs, etc., etc., … the overwhelming majority of text can be viewed and edited in both places, so that is the foundation of the architecture.
It’s true that there are a few things that you currently can’t view from a MU client (for instance, wiki pages and extended profile fields), but that is due to either laziness or philosophical choices, not a technical limitation. The game engine is designed to be common to both interfaces.