At 06:25 AM 9/2/97 -0400, Andrew Helm wrote: >As for the idea that you make life hard on the players, but >not to the point that they leave.... well, that's flawed on >a basic level. If you see your job as approaching the point >where you make players leave (but not beyond), then you've >got the wrong goal in mind. I think now would be a good time to bring up the idea of role-playing. Realistically any god that makes something more difficult for players is considered a mean god ("player-unfriendly"). So when a lot of people kill one mob you decide to make that mob harder (for game balance). Then you can tell the players what happened in several ways: "I made the mob harder to kill" Don't do this. In most cases it makes you appear more mean than challenging. Players might get angry. This can accumulate pretty quickly in a players mind and they can start to think "the administrators of this mud are mean" and leave. So how can you tell them that the mob is more difficult to kill? "It appears the Deadly Purple Rabbit has become more powerful after getting some lessons from the Big Bad Purple Bear. Players should be careful while traveling in the Forest of Many Purple Things." Now ignore the use of purple (its really not an important part or the message). This message says "somehow the mob is more powerful" and sends a message to the player that it wasn't the imm's fault (even though it was). The player turns their anger against the mob, not the imm and then by telling players to be careful it makes it look like the imm is on your side instead of the mob's side. This is just an example but I think you understand what I am saying (I hope). You (the immortal) didn't use your power to beef up the mob and make it harder to kill. The mob did it on its own! It also doesn't hurt to chat with players occasionally. A casual conversation with an administrator can make a player for more important than average. This can be enough to make the player stay with a relatively bad MUD. No garantees but if you have a good mud and are a nice person to the players then chances are they are gonna stay. I may not know much about coding but it only took me one day to become a clan leader on one MUD because I could recruit just about anyone. I was even told that I needed to slow down my recruiting. I tend to make more friends than enemies on MUDs and that is important (in my opinion) for an imm. This is just a short (short compared to how much I could have written ;)) example of some of my ideas on "The Art of Administration" or "Challenging the Players" or "Pissing people off" or whatever you want to call it. If you don't agree with me don't listen to me. I was just trying to share a few ideas of mine on this subject. please, no flames. The world doesn't need another war. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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