[MUD-Dev] players who "take away from the game"
J C Lawrence
claw at cp.net
Tue Nov 9 13:42:03 New Zealand Daylight Time 1999
On Fri, 5 Nov 1999 18:08:13 -0800
Daniel James <dan at thecan.org> wrote:
> msew wrote:
>> 0) what are disruptive players? 1) what do you do with
>> disruptive players? 2) why do disruptive players appear/blossom?
> I want to dodge the questions to, perhaps needlessly, point out
> that the often 'disruptive' players are your best players, because
> they generate controversy, activity and spectacle for everyone
Precisely. And even when they fail at that task, they give a
target, a scapegoat, and a common enemy for your players. The trick
here of course is ensuring that that emnity does not generalise from
the "problem player" to the game admins.
> A player empowered solution is more elegant, not least from the
> point of view of reducing customer service costs/volunteer GM
> time, but hard to implement in a 'fair' manner.
This I think is the real goal. Back when (Jan/Feb of this year)
Raph and I talked (phone call) of how to design and implement player
defined legal systems and justice enforcement systems. The basic
idea which I was pursueing was:
-- A player or group of players claim title to a geographical area
of the game world.
-- They then define a legal system for that area (in essence the
-- Next comes "law" definition. What is proscribed, for whom?
-- Lastly comes implementation (manufacture, placement,
maintenence etc) of detection equipment (something has to twll you a
crime has been committed).
>From players defined by the justice process in the "guild" (for want
of a better term) would receive alerts of detected crimes, and the
process would roll into effect from there in a rather hands off
manner. Players would be responsible for application and
enforcement, but the system would take much of the load of detection
Law: BugWhump characters are not allowed in the stockyard on pain
Challenge: Invade the stockyard with a Foozer character and steal
> Very often I think MUD's foster disruptive instincts because of
> anonymity and lack of consequences to actions. In Middle-earth we
> were hoping to address the latter, at least somewhat, with
> permanent death.
> Daniel, at last subscribed to MUD-Dev
J C Lawrence Internet: claw at kanga.nu
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