[DGD] Codes of conduct on a mud

Blain blain20 at gmail.com
Fri Dec 28 17:21:24 CET 2018


The best way to stop quest cheating is to randomize the quests. Otherwise,
don't even try. :o)

On Sun, Dec 16, 2018, 06:55 <bart at wotf.org wrote:

> On Sat, 15 Dec 2018 22:23:40 -0800, Raymond Jennings wrote
> > Ok, so one thing that caught my interest lately, is rules and
> > enforcement on a mud.
>
> Some would say.. it was about time for that.. :-)
>
> >
> > Some common themes:
> >
> > * a chain of command saying who gets to boss who around.  Plus
> > there's also the infamous "Confessions of an archwizard"
>
> Unless you are running a commercial game...start with the simple fact
> people
> work for a mud in their spare time, so rather than focussing on who gets to
> boss whom around, look at who gets which responsibilities (yes, it is
> factually the same thing, but the difference between those ways of saying
> and
> approaching it is key if you want any chance of anyone wanting to spend
> their
> precious spare time on helping to run your mud)
>
> Chain of command is good, but think carefully about how you present that
> and
> how you deal with people.
>
> >
> > * Forbidding multi-accounting or multi-charing
>
> Good luck enforcing that. IPs can be had cheaply, so people can have their
> multiple chars login from different IPs easily.
>
> Additionally, more experienced players often do like to also have a lower
> level char around.
>
> Imo, its not a problem if people have multiple chars, but it should not be
> allowed to play both at the same time, or to exchange things (equipment,
> other
> items, credits etc etc etc) between those.
>
> >
> > * Forbidding bots/macros
>
> Near impossible to enforce as a rule, but possible to deal with with good
> game
> design. Ensure there is little to gain from bots and macros or people will
> use
> them.
>
> >
> > * Forbidding advertising of other muds
> >
>
> Does that mean people are not allowed to talk about other muds at all? or
> not
> on in-game public channels and locations? or?
>
> > * Forbidding the sharing of quest information.
>
> So, a multi-player game where people are not allowed to share information
> that
> is important for playing? I know a lot of muds tried this, and I've only
> ever
> seen it turn into failure, sometimes small, oftentimes huge.
>
> I understand the reasoning behind it, but I don't understand how it can
> work
> in what is a multi-player game, and even less so if team play has any role
> in
> that game.
>
> In general, they sound like rules you'd find on many classic muds, but
> rules
> that imo all failed to some level because they are neigh impossible to
> enforce
> and run counter to the concepts of multi-player games.
>
> Bart.
> --
> https://www.bartsplace.net/
> https://wotf.org/
> https://www.flickr.com/photos/mrobjective/
>
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