[MUD-Dev] curses and grief players
gmiller at classic-games.com
Sat Jul 15 09:03:52 New Zealand Standard Time 2000
Patrick Dughi wrote:
> On Fri, 14 Jul 2000, Greg Miller wrote:
> If your players said that they'd like to all have equipment that
> could slay any character in the game, or infinite life, or etc, then you'd
> give it to them? By the same token, if the majority of people don't like
> someone, then they get to boot him, or at least affect him immediately in
> a negative way? Players need an unshakable, outside of their control
> system inorder to enjoy the game as a fair, and reasonable system.
What's fair about admin-controlled systems? "I dislike you, so I'll ban
you." "Kill-stealing is allowed, but PK isn't--if you don't want to be
kill-stolen from, go play somewhere else." "You must wear what I
consider your best eq at all times or be banned" Those are real rules
from real muds. As a player, I find them unfair. Other players may find
my preferred rules unfair.
> This is why games like monopoly come with rules. It's suddenly a
> boring game if every player can make interest free loans. I'm sure you've
> done something like this as a kid - and I'll be you never fininshed the
> game. It suddenly became very stupid. More mature people can play the
> game through because they all agree to abide by the rules. Of course,
> players of muds though do not have to pass any sort of maturity test.
> Heck, with luck, my cat could create a new player and login to most muds.
Neither do admins, and it's impossible to decide on an objectively fair
and mature system of rules.
> So, what would an immature person do in a game? They fulfill
> their immediate wants with very little regard to long term effects, and
> most of the time, without regard to even short term effects, especially if
> it's only affecting someone else.
Hence, it's necessary to give the victims an opportunity to deal with
the bad apples.
> Even if you can isolate the elements which you believe represent
> the attitude and focus you give them, and allow them power, you're just
> giving someone babysitting priveleges. In effect, they're already an
> admin, except now they have the temptation and ability to affect the
> game in a way that is advantagous to to theirselves and their friends.
Temptation? It's the behavior I'm counting on. It's the same premise as
democracy and capitalism.
Smarter than God? No, but I'm smarter than he was when he was my age.
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