[DGD] Codes of conduct on a mud

Raymond Jennings shentino at gmail.com
Fri Dec 28 17:53:03 CET 2018


I personally don't mind quest cheating itself.

For me the line is between IC gossip, and OOC metagaming.

For example, if Ruggles the wolf tells Shiri the cat which stone to
shove, that's ok.

But their players conspiring out of band and Shiri's player taking
advantage of information that was not learned OOCly would not be.

On Fri, Dec 28, 2018 at 8:21 AM Blain <blain20 at gmail.com> wrote:
>
> 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/
> >
> > ____________________________________________
> > https://mail.dworkin.nl/mailman/listinfo/dgd
> ____________________________________________
> https://mail.dworkin.nl/mailman/listinfo/dgd



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