Post by bebop on Nov 10, 2023 10:01:19 GMT -5
I haven't posted here in several months or on the Discord but it's surreal watching Armageddon funnel down into a cult environment as the game goes on and (from what I understand) dwindles? It's like severing every finger to save the hand while convinced the hand will still be made whole as it's reduced to a stump.
There are many toxic, niche microcosms on the Internet but this one's mine. This is the one I spent twenty years (on and off) dedicating my time and creativity to. I, unlike other mudders, never played other MUDs. This is one of the only niche online circles I've ever been a part of long term. For the most part, since I dropped receipts about staff cheating I've gone through periods of forgetting the game existed but with this recent karma wall drop it's definitely regained the attention of some people and myself.
Descend into madness with me for a second will you? This is long so I'm going to put the conclusion at the top.
Armageddon is exploiting people with addictive personalities, seeking escapism and a sense of power they can't achieve in real life. Unlike other healthy outlets and hobbies it exhibits cult-like traits to ensnare its player base. The entire model is predicated on unhealthy habits and behaviors which I will detail below.
From Dr. Jana Lalich janjalalich.com/help/characteristics-associated-with-cults/
Qualities of a Cult
Questioning, doubt, and dissent are discouraged or even punished.
Gynesis - (on a thread thanking Shalooonsh after he was fired for "being mean.")
gdb.armageddon.org/index.php/topic,59060.0.html
The group is elitist, claiming a special, exalted status for itself, its leader(s), and its members (e.g., the leader is considered the Messiah, a special being, an avatar—or the group and/or the leader is on a special mission to save humanity).
RheaGhe-
gdb.armageddon.org/index.php/topic,60031.50.html
The group has a polarized, us-versus-them mentality, which may cause conflict with the wider society.
Usiku-
The leader is not accountable to any authorities (unlike, for example, teachers, military commanders, or ministers, priests, monks, and rabbis of mainstream religious denominations).
The group teaches or implies that its supposedly exalted ends justify whatever means it deems necessary.
Usiku -
Armaddict - Advocating for not apologizing to myself Ender, Delirium, Valeria or other senior players that left because of abuse due to relinquishing power
gdb.armageddon.org/index.php/topic,59262.0.html
The leadership induces feelings of shame and/or guilt in order to influence and control members. Often this is done through peer pressure and subtle forms of persuasion.
Usiku-
The group is preoccupied with bringing in new members.
Usiku-
Members are expected to devote inordinate amounts of time to the group and group-related activities.
Subservience to the leader or group requires members to cut ties with family and friends, and radically alter the personal goals and activities they had before joining the group.
Narium - Reddit
Bebop
The leadership dictates, sometimes in great detail, how members should think, act, and feel (e.g., members must get permission to date, change jobs, or marry—or leaders prescribe what to wear, where to live, whether to have children, how to discipline children, and so forth).
Mind-altering practices (such as meditation, chanting, speaking in tongues, denunciation sessions, or debilitating work routines) are used in excess and serve to suppress doubts about the group and its leader(s).
There are many toxic, niche microcosms on the Internet but this one's mine. This is the one I spent twenty years (on and off) dedicating my time and creativity to. I, unlike other mudders, never played other MUDs. This is one of the only niche online circles I've ever been a part of long term. For the most part, since I dropped receipts about staff cheating I've gone through periods of forgetting the game existed but with this recent karma wall drop it's definitely regained the attention of some people and myself.
Descend into madness with me for a second will you? This is long so I'm going to put the conclusion at the top.
Armageddon is exploiting people with addictive personalities, seeking escapism and a sense of power they can't achieve in real life. Unlike other healthy outlets and hobbies it exhibits cult-like traits to ensnare its player base. The entire model is predicated on unhealthy habits and behaviors which I will detail below.
From Dr. Jana Lalich janjalalich.com/help/characteristics-associated-with-cults/
Qualities of a Cult
Questioning, doubt, and dissent are discouraged or even punished.
Gynesis - (on a thread thanking Shalooonsh after he was fired for "being mean.")
Going to make this clear - this is a "thank you" thread that was created by a player. If you are not here to issue your own "thank you" do not post on this thread.
gdb.armageddon.org/index.php/topic,59060.0.html
The group is elitist, claiming a special, exalted status for itself, its leader(s), and its members (e.g., the leader is considered the Messiah, a special being, an avatar—or the group and/or the leader is on a special mission to save humanity).
RheaGhe-
I told him, a lesser person would have ghosted. But he was still attempting to do the right thing for the game. Even as he was so burnt out.
Instead here, I'll say this. Lesser -games- would fade. Lesser games would cling to their old ideals. Staff seem to be attempting to do the right thing for the future of the game. Yes, there may be stumbles. Yes there may be roadblocks. But a lesser game would fade. A greater game takes action to ensure it does not.
Instead here, I'll say this. Lesser -games- would fade. Lesser games would cling to their old ideals. Staff seem to be attempting to do the right thing for the future of the game. Yes, there may be stumbles. Yes there may be roadblocks. But a lesser game would fade. A greater game takes action to ensure it does not.
gdb.armageddon.org/index.php/topic,60031.50.html
The group has a polarized, us-versus-them mentality, which may cause conflict with the wider society.
Usiku-
I am all over those player numbers and I know it's scary. But the people clicking the, "If you don't do what I want (nothing) I will quit and never play again" button are doing us the most harm. They are trying to force us into a corner where will never be able to do anything except slowly wither away until there is nothing left. The game cannot be held hostage by people who threaten to quit over every change they don't like.
The leader is not accountable to any authorities (unlike, for example, teachers, military commanders, or ministers, priests, monks, and rabbis of mainstream religious denominations).
Because of the niche nature of this game, the game, its staff, and abusers are able to fly under the radar. I think most of the population would have taken issue with allowing minors to play a mature-themed game where adults are roleplaying sex and drugs. But Arm is so niche it is not beholden to law or things like an M for Mature rating. That means staff had to self-regulate and for the first few decades, it allowed (and encouraged) minors to play alongside adults role-playing murder, sex, and drugs.
As recently as 2021 Shalooonsh, Armoit and Drinn were traveling to and including players in their early 20's in their staff meet-ups. Shalooonsh was accused of dating his first wife when she was 16 years old and he was 28 years old - this is alleged. The niche nature of this game stood as a platform for him to meet and groom young players engaging in escapism.
Staff now want to play victim saying they aren't police or psychologists, they were overrun by a situation I selfishlyput them in.
So are we to ignore that staff are responsible for overseeing a gaming community of (at its height) around 200 people, but cannot even detect sexual harassment?
The least you should be capable of is being able to identifying abuse when six plus women come forward over several years time saying they were -
...groped (Cuusardo),
...had pictures taken of them without consent and distributed at player meetings (Delirium)
...sexually propositioned (Shaleah)
...had their husband contacted when they blocked this person (Belgiokiss)
...reported stalking in game using staff info as recently as 8 months ago (Defiance)
...were groomed and stalked for many years all of which was initiated using staff info (Bebop.)
Identifying it wasn't hard. It took more effort to ignore, ridicule and force store the women that came to you. Staff you are not the victims. Players who still have a voice from "the inside" why are you allowing this entire game to devolve into a cult? Why are you participating and lending these people a platform?
The staff wants their players to believe this was some petty spat one off that they could have never seen coming. It isn't true, and they haven't done right by these players.
"You're mad we sheltered a predator and banned you, so we won't unban you because you're mad we banned you."
"You're educating people that we try to recruit about the toxic and predatory nature of your game experience, that means YOU are unhealthy."
Gas, meet light.
As recently as 2021 Shalooonsh, Armoit and Drinn were traveling to and including players in their early 20's in their staff meet-ups. Shalooonsh was accused of dating his first wife when she was 16 years old and he was 28 years old - this is alleged. The niche nature of this game stood as a platform for him to meet and groom young players engaging in escapism.
Staff now want to play victim saying they aren't police or psychologists, they were overrun by a situation I selfishlyput them in.
So are we to ignore that staff are responsible for overseeing a gaming community of (at its height) around 200 people, but cannot even detect sexual harassment?
The least you should be capable of is being able to identifying abuse when six plus women come forward over several years time saying they were -
...groped (Cuusardo),
...had pictures taken of them without consent and distributed at player meetings (Delirium)
...sexually propositioned (Shaleah)
...had their husband contacted when they blocked this person (Belgiokiss)
...reported stalking in game using staff info as recently as 8 months ago (Defiance)
...were groomed and stalked for many years all of which was initiated using staff info (Bebop.)
Identifying it wasn't hard. It took more effort to ignore, ridicule and force store the women that came to you. Staff you are not the victims. Players who still have a voice from "the inside" why are you allowing this entire game to devolve into a cult? Why are you participating and lending these people a platform?
The staff wants their players to believe this was some petty spat one off that they could have never seen coming. It isn't true, and they haven't done right by these players.
"You're mad we sheltered a predator and banned you, so we won't unban you because you're mad we banned you."
"You're educating people that we try to recruit about the toxic and predatory nature of your game experience, that means YOU are unhealthy."
Gas, meet light.
The group teaches or implies that its supposedly exalted ends justify whatever means it deems necessary.
Usiku -
Ultimately, we lose players year on year. If we make no changes at all we will lose players. If we continue at the same rate that has been shown over the last decade then the game will only have a small handful of years left before it's unplayable.
Armaddict - Advocating for not apologizing to myself Ender, Delirium, Valeria or other senior players that left because of abuse due to relinquishing power
A relinquishing of power in a given dynamic. This is where things will become more difficult. This is why you see apologies more easily come from individuals than entities (though still far from unheard of), because after an apology you give the other party the power to make demands, shift the decisions, and have influence in future engagements by pointing backwards to that apology. 'You apologized for it, but that means nothing if you don't do x' is a pretty standard thing to hear in those things. It's not a demand for fixes, it's a push for -their- fix since they've now been given the power.
gdb.armageddon.org/index.php/topic,59262.0.html
The leadership induces feelings of shame and/or guilt in order to influence and control members. Often this is done through peer pressure and subtle forms of persuasion.
Usiku-
Right now, I feel too many players take the game for granted. They assume it will always be there, regardless of their actions or how they treat it or those who work to maintain it. But this game needs its technical team to keep it running, its benefactors to pay the bills and its storytellers to bring it to life.
Understand this: the game's staff are not inexhaustible. Without enough experienced and capable staff, the game's existence is not guaranteed. This is not a threat but a candid reality
Understand this: the game's staff are not inexhaustible. Without enough experienced and capable staff, the game's existence is not guaranteed. This is not a threat but a candid reality
The group is preoccupied with bringing in new members.
Usiku-
Our focus has to be on attracting and retaining new players. It has to be on attracting and retaining the right kind of new players from the right communities.
Members are expected to devote inordinate amounts of time to the group and group-related activities.
Subservience to the leader or group requires members to cut ties with family and friends, and radically alter the personal goals and activities they had before joining the group.
Narium - Reddit
I play 15-20 hours a week a couple hours a day most days and sometimes more on weekends.
Bebop
I would say this is a lightweight week on Armageddon and it's still the equivalent of a full-time job. When I was playing eight months ago I was encouraged to long on every day for at least 3-4 hours. When I took less than a week off for a medical procedure I was punished by being passed up for a skill addition and told that Mansa's templar logged on every day.
The leadership dictates, sometimes in great detail, how members should think, act, and feel (e.g., members must get permission to date, change jobs, or marry—or leaders prescribe what to wear, where to live, whether to have children, how to discipline children, and so forth).
Karma Criteria
In order for a karma point to be gained, a player should be demonstrating most of the examples listed.
Longevity
(required to go from 0 to 1 karma)
Examples:
"Has an accumulated playtime on characters of over 48 hours."
RP Novice
(required to go from 0 to 1 karma)
Examples:
Demonstrates a basic understanding and appreciation of the underlying game theme
Adheres to and represents those themes within their roleplay
Demonstrates an ability to create a basic character suited to the world, adhering to the documentation (e.g. very basic understanding: this is a low tech desert world, there are sorcerer kings and city-states, our races aren't the same as fantasy races and so on)
Be able to play and stay in character whilst in game
Uses emotes and communicates with other PCs
Fair Play*
(required to go from 1 to 2 karma)
Examples:
Follows the rules of the game and community. Such as consent, PK reports, wishing up before PKs where possible, no cheating, no multi-playing, no inappropriate OOC communication etc.
No negative account notes for the last 3 months.
*Is required for any further advancement of Karma, e.g. if they have lost their trust point due to rule breakages, they will need to go another 3 months without any further issues or account notes before they can apply for a review.
The following criteria are required to go above 2 karma, but can be awarded in any order at any level, one point per karma level:
Communication
Examples:
Wishes up to notify staff of significant events (pk incoming, attacking groups of npcs, going in to restricted areas)
Works with staff on character concepts, families etc that might need oversight
Keeps clan/game communications IC. Does not resort to OOC methods to relay IC or restricted information
Communicates both IC and OOC motivations to staff via request tool reports
Asks questions of staff regarding any ambiguous actions/ideas and actively seeks staff input, through appropriate channels (request tool, not PM etc).
Remains respectful in communications with staff, even when the topics are difficult.
Magick
Examples:
Has over 96 hours played time as at least one manifested magick class or subclass (touched included).
Has shown an understanding of the concepts of elementalism
Has shown an understanding of the prejudices that accompany magick (inter-elemental as well as magicker vs non-magicker)
Roleplays appropriately around magickers as a mundane. (i.e. magick objects are not viewed as everyday objects, magick exhibitions are not seen as commonplace, shows proper caution, evidence of understanding the stigma of magick and magickers.).
Exhibits responsibility when playing a magicker, showing restraint and good judgment with power
Roleplays learning and exploring magick
Has no negative account notes re. magick from the last 3 months
Uses emotes along with magick coded commands to portray their magick in the world (including use of cantrips).
This does not extend to limiting creativity and freedom within storytelling. Players may still *occasionally* play PCs that go against social norms, so long as it is abundantly clear that they, as a player, understand what they are doing and are ready to roll with the punches of realistic world response.
RP Journeyman
Examples:
Demonstrating an ability to develop a believable character with strengths and weaknesses and a well rounded background
Makes use of the bio tool to flesh out their character and record their character development
Player creates nuanced and varied characters with differing goals, personalities, IG routines, and roles within the world.
Makes use of think/feel commands
Solo RP's, imagining and describing their characters actions and interactions with the world even when no other characters are around
Considers and includes the world around them in a general way
Does not conflate IC and OOC issues and can keep a separation between themselves as players and their characters, showing a solid understanding of the difference between in-character and out of character motivations.
Culture & Racial
Examples:
Has at least 72 hours played on at least 1 non-human race
Has demonstrated a correct understanding of racial documentation and roleplayed non-human race per the documentation
Has at least 96 hours played (per region) in at least 1 of: Tuluk, Allanak, Tribal, GMH, Red Storm Village, or Luir's Outpost
Has demonstrated a correct understanding of local culture in at least one game locations and the ability to research and then correctly apply lore, including class structure, social norms and behaviour
Has no negative account notes re. specific culture or racial play from the last 3 months
This does not extend to limiting creativity and freedom within storytelling. Players may still *occasionally* play PCs that go against social norms, so long as it is abundantly clear that they, as a player, understand what they are doing and are ready to roll with the punches of realistic world response.
Leadership
Examples:
Demonstrates in-depth understanding of the documentation and lore for the clan they are leading
Uses coded clan power responsibly (doesn't use NPCs to PK, doesn't abuse crim code etc)
Responsibly undertakes the necessary administrative tasks that are essential for every clan such as handling enrollments and managing recruitment.
Puts in regular leadership reports covering the topics and areas requested by their Storytellers.
Uses their leadership position to create interest and activities for their clan members and drive plots forwards.
Supporting the game
Examples:
Identifies newer players and helps them to learn the ropes of the game
Plays inclusively, figuring out ways to include other players (and their PCs) in interesting plots whilst maintaining their own PCs personality and motivations
Remains a good influence on less experienced players by not flouting rules in front of them and nudging them in the right direction if necessary
Communicates important issues with staff as they arise, especially by submitting player or staff complaints when necessary
Creates and drives plots and/or runs successful RPTs that encourage activity, outside of a leadership role
Contributes to clan documentation
RP Advanced
Examples:
Demonstrates an ability to create consistent, multifaceted characters who are designed to live out a story and remain true to their personality even in the face of difficult situations
Is able to roll with the punches and take the highs and lows of a character, understanding that Armageddon is not about 'winning' but rather telling a story. Does not store in the face of adversity.
Plays well with others, leaving space in scenes for other characters
Considers the virtual and NPC world especially when it is challenging and potentially detrimental to their PC.
Does not metaplay generally and demonstrates this through their actions when faced with tough situations (e.g. mindbender attacks)*
Has played a complex character role, such as a mul, and displayed a good level of documentation understanding and application
Community
Examples:
Demonstrates an ability to be a positive influence on the Armageddon GDB, if the player participates. This means not having been moderated a lot on the GDB, and generally abides by the rules of the forums.
Demonstrates an ability to be a positive influence on the Armageddon Discord server, if the player participates. This means not having been moderated a lot in Discord, and generally abides by the rules of Discord.
Has contributed in some meaningful way to better the Armageddon community. This could be participating in any of the following: the Player Committee, Player Moderator Team, Player Helper, or Publicity/Advertising Team.
In order for a karma point to be gained, a player should be demonstrating most of the examples listed.
Longevity
(required to go from 0 to 1 karma)
Examples:
"Has an accumulated playtime on characters of over 48 hours."
RP Novice
(required to go from 0 to 1 karma)
Examples:
Demonstrates a basic understanding and appreciation of the underlying game theme
Adheres to and represents those themes within their roleplay
Demonstrates an ability to create a basic character suited to the world, adhering to the documentation (e.g. very basic understanding: this is a low tech desert world, there are sorcerer kings and city-states, our races aren't the same as fantasy races and so on)
Be able to play and stay in character whilst in game
Uses emotes and communicates with other PCs
Fair Play*
(required to go from 1 to 2 karma)
Examples:
Follows the rules of the game and community. Such as consent, PK reports, wishing up before PKs where possible, no cheating, no multi-playing, no inappropriate OOC communication etc.
No negative account notes for the last 3 months.
*Is required for any further advancement of Karma, e.g. if they have lost their trust point due to rule breakages, they will need to go another 3 months without any further issues or account notes before they can apply for a review.
The following criteria are required to go above 2 karma, but can be awarded in any order at any level, one point per karma level:
Communication
Examples:
Wishes up to notify staff of significant events (pk incoming, attacking groups of npcs, going in to restricted areas)
Works with staff on character concepts, families etc that might need oversight
Keeps clan/game communications IC. Does not resort to OOC methods to relay IC or restricted information
Communicates both IC and OOC motivations to staff via request tool reports
Asks questions of staff regarding any ambiguous actions/ideas and actively seeks staff input, through appropriate channels (request tool, not PM etc).
Remains respectful in communications with staff, even when the topics are difficult.
Magick
Examples:
Has over 96 hours played time as at least one manifested magick class or subclass (touched included).
Has shown an understanding of the concepts of elementalism
Has shown an understanding of the prejudices that accompany magick (inter-elemental as well as magicker vs non-magicker)
Roleplays appropriately around magickers as a mundane. (i.e. magick objects are not viewed as everyday objects, magick exhibitions are not seen as commonplace, shows proper caution, evidence of understanding the stigma of magick and magickers.).
Exhibits responsibility when playing a magicker, showing restraint and good judgment with power
Roleplays learning and exploring magick
Has no negative account notes re. magick from the last 3 months
Uses emotes along with magick coded commands to portray their magick in the world (including use of cantrips).
This does not extend to limiting creativity and freedom within storytelling. Players may still *occasionally* play PCs that go against social norms, so long as it is abundantly clear that they, as a player, understand what they are doing and are ready to roll with the punches of realistic world response.
RP Journeyman
Examples:
Demonstrating an ability to develop a believable character with strengths and weaknesses and a well rounded background
Makes use of the bio tool to flesh out their character and record their character development
Player creates nuanced and varied characters with differing goals, personalities, IG routines, and roles within the world.
Makes use of think/feel commands
Solo RP's, imagining and describing their characters actions and interactions with the world even when no other characters are around
Considers and includes the world around them in a general way
Does not conflate IC and OOC issues and can keep a separation between themselves as players and their characters, showing a solid understanding of the difference between in-character and out of character motivations.
Culture & Racial
Examples:
Has at least 72 hours played on at least 1 non-human race
Has demonstrated a correct understanding of racial documentation and roleplayed non-human race per the documentation
Has at least 96 hours played (per region) in at least 1 of: Tuluk, Allanak, Tribal, GMH, Red Storm Village, or Luir's Outpost
Has demonstrated a correct understanding of local culture in at least one game locations and the ability to research and then correctly apply lore, including class structure, social norms and behaviour
Has no negative account notes re. specific culture or racial play from the last 3 months
This does not extend to limiting creativity and freedom within storytelling. Players may still *occasionally* play PCs that go against social norms, so long as it is abundantly clear that they, as a player, understand what they are doing and are ready to roll with the punches of realistic world response.
Leadership
Examples:
Demonstrates in-depth understanding of the documentation and lore for the clan they are leading
Uses coded clan power responsibly (doesn't use NPCs to PK, doesn't abuse crim code etc)
Responsibly undertakes the necessary administrative tasks that are essential for every clan such as handling enrollments and managing recruitment.
Puts in regular leadership reports covering the topics and areas requested by their Storytellers.
Uses their leadership position to create interest and activities for their clan members and drive plots forwards.
Supporting the game
Examples:
Identifies newer players and helps them to learn the ropes of the game
Plays inclusively, figuring out ways to include other players (and their PCs) in interesting plots whilst maintaining their own PCs personality and motivations
Remains a good influence on less experienced players by not flouting rules in front of them and nudging them in the right direction if necessary
Communicates important issues with staff as they arise, especially by submitting player or staff complaints when necessary
Creates and drives plots and/or runs successful RPTs that encourage activity, outside of a leadership role
Contributes to clan documentation
RP Advanced
Examples:
Demonstrates an ability to create consistent, multifaceted characters who are designed to live out a story and remain true to their personality even in the face of difficult situations
Is able to roll with the punches and take the highs and lows of a character, understanding that Armageddon is not about 'winning' but rather telling a story. Does not store in the face of adversity.
Plays well with others, leaving space in scenes for other characters
Considers the virtual and NPC world especially when it is challenging and potentially detrimental to their PC.
Does not metaplay generally and demonstrates this through their actions when faced with tough situations (e.g. mindbender attacks)*
Has played a complex character role, such as a mul, and displayed a good level of documentation understanding and application
Community
Examples:
Demonstrates an ability to be a positive influence on the Armageddon GDB, if the player participates. This means not having been moderated a lot on the GDB, and generally abides by the rules of the forums.
Demonstrates an ability to be a positive influence on the Armageddon Discord server, if the player participates. This means not having been moderated a lot in Discord, and generally abides by the rules of Discord.
Has contributed in some meaningful way to better the Armageddon community. This could be participating in any of the following: the Player Committee, Player Moderator Team, Player Helper, or Publicity/Advertising Team.
Mind-altering practices (such as meditation, chanting, speaking in tongues, denunciation sessions, or debilitating work routines) are used in excess and serve to suppress doubts about the group and its leader(s).
That would be literally the entire game.