[MUD-Dev] Re: pet peeves
Sun Feb 14 22:11:44 New Zealand Daylight Time 1999
On Sat, 13 Feb 1999, Richard Woolcock wrote:
> diablo at best.com wrote:
> On the other hand, I gave up bothering with builders because they never
> seemed to do anything (unfortunate luck for me, and doesn't reflect on
> builders in general) and only have one regular admin, who always complains
> that she doesn't feel part of the mud. Bare in mind that I am the head
> admin as well as the main coder, so perhaps that is why I frown upon people
> who work as admin without providing anything of lasting value to the mud.
We don't have "builder" positions. We don't REALLY have admin positions
either, aside from 3 of us. The other Gods are there to do some building
if they feel like it (a couple really like to do it and produce a fair
amount of quality stuff), but mostly to ensure the game progresses along a
path that we smile upon. If there wasn't enough animosity between rival
cities, for instance, the Gods would be sure to cook some up.
> > Most of our Gods know nothing about computers. It's not really relevent to
> > being a God, I think. Being a God is all about leading and motivating, not
> > about being able to code or whatever.
> I think that depends on your mud. I'd rather replace the 'god' figures
> with powerful players (clan leaders?). Unless you've got hundreds of
> players, there is really no need to have lots of admin.
Powerful players are well and good, but I find that people are able to, in
many cases, identify strongly with a religious aspect. I remember the
first time I became a worshipper, as a player, of a God in a game with a
similar emphasis on divinity. I was incredibly into it, and would have
done anything to make my God happy, and to further his cause. You have
only to look at the world around you to see how powerful a force religion
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