Deleted
Deleted Member
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Post by Deleted on Apr 28, 2015 11:15:23 GMT -5
What are some realistic changes to the rules that could genuinely help with the problems that ArmageddonMUD faces currently?
When the game was smaller and arguably more self-policing, I think the game could get away with the power structure and rule set that it had/has. It appears that this is no longer the case.
So, as far as rules go, what could be changed to make the game less tyrannical and more conducive to great storytelling and plots in contemporary times?
I believe the introduction of plans like allowing the creation of Minor Houses is a good start, but it seems as even those have way to much control placed on them from the staff side of things.
Really, it seems as though rules for the staff need to be changed, or perhaps even standing codes of conduct should be enforced, I'm not sure; however, I would like for the scope of this question to not be limited to merely rules placed on staff.
Can ArmageddonMUD be repaired through the introduction of new rules and guidelines?
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Apr 28, 2015 11:36:39 GMT -5
It's pretty invaluable to this discussion that you provide a complete list of the current rules for readers to review before giving feedback. If you're still on your jihad against accessing the ARM site for some reason, I'll nab it here in 15 min and edit this post to put them all in.
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Post by pinkerdlu on Apr 28, 2015 12:05:40 GMT -5
Almost thought this was an announcement thread. I got excited.
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jesantu
Displaced Tuluki
Posts: 386
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Post by jesantu on Apr 28, 2015 12:28:20 GMT -5
Stop making so man damn rules in the first place and hold yourself to a higher level of integrity than that which results in players rebelling against you by making shadow boards. If any one new rule should be added it should be the golden rule. Hint: if you're threatening players' spouses even in your quest to be an enforcer, you don't belong in a position of authority. Period.
Too many rules is what has snuffed out the magic of the game for many of us. We've become entrenched in red tape. It's nice to have a set of rules so everyone can be upheld to a certain measure of standards but not when rules are the very thing stripping the game of its life. Not when your templar pc can't fart without filing a report and waiting three weeks for the paper to be processed by all the necessary departments. I reiterate to the golden rule. If you need any more rule than that to properly treat players with respect then rules won't help you to begin with.
What the game desperately needs is a person with real leadership skills. And that isn't something any rule can teach you, or even force upon you.
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Post by jcarter on Apr 28, 2015 12:32:11 GMT -5
Stop making so man damn rules in the first place and hold yourself to a higher level of integrity than that which results in players rebelling against you by making shadow boards. If any one new rule should be added it should be the golden rule. Hint: if you're threatening players' spouses even in your quest to be an enforcer, you don't belong in a position of authority. Period. Too many rules is what has snuffed out the magic of the game for many of us. We've become entrenched in red tape. It's nice to have a set of rules so everyone can be upheld to a certain measure of standards but not when rules are the very thing stripping the game of its life. Not when your templar pc can't fart without filing a report and waiting three weeks for the paper to be processed by all the necessary departments. I reiterate to the golden rule. If you need any more rule than that to properly treat players with respect then rules won't help you to begin with. What the game desperately needs is a person with real leadership skills. And that isn't something any rule can teach you, or even force upon you. this. rules are pointless when people go against them or find crazy out of the blue ways to subvert them. if I was setting down rules, i wouldn't write "don't threaten unrelated people to punish a player" because never in my wildest dreams would I imagine a video game volunteer would do that.
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Post by BitterFlashback on Apr 29, 2015 2:22:49 GMT -5
It's pretty invaluable to this discussion that you provide a complete list of the current rules for readers to review before giving feedback. Good luck with that. Haven't you read my 180 pages of rants about how Arm is "Rule by Arbitration" and most of their "rules" aren't written down? Nobody can list Arm's rules beyond the tiny handful some staffer put on the website 20 years ago or the 6 Adhira posted on the forum.
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Deleted
Deleted Member
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Post by Deleted on Apr 29, 2015 3:24:53 GMT -5
It's hard to summarize it concisely, but they need to stop treating the game mechanics like sacred, fiercely protected information that should be kept from the playerbase at all cost. Armageddon still clings to some incredibly old-fashioned ideals of game design stemming back from times when AD&D nerds maintained that players shouldn't read the Dungeon Master's Guide until they graduated to the exclusive realm of DMing, like some strange and elitist rite of passage. Obscuring the game mechanics as some arbitrary and wholly OOC layer of difficulty is absurd.
The advantage gained from knowing the shit that veteran Armers know about the code is enormous. It's to the point where you pretty literally cannot obtain a truly powerful character if you don't have rather extensive knowledge; and this isn't just stuff you learn over the course of playing a long-lived character, this is information that you basically have to be given by other players in the know. Awareness of skill caps and branching, of skill-gaining methods, of obscure commands and unbalanced quirks of the combat code, these things make such a gigantic difference in gameplay that you can't justify denying players access to it.
This is a roleplaying intensive game. A character's prowess should not be determined almost entirely by the player's gaming nous.
I campaigned for the implementation of stat prioritization years ago, and people fought tooth and nail, insisting that it would cause all sorts of problems and that the most realistic representation of characters as individuals is for their physical and mental attributes to be completely randomized. Jealous cunts like Spawnloser (and others whose names I've blissfully forgotten) swore up and down that it was a horrible idea that conflicted with the spirit of the game and all sorts of bullshit.
Then there were the recurring suggestions of visible skill levels, and half the GDB hissed and booed at such a preposterous notion. It would cause people to obsess about skills and become horrible twinks and so on. It would make the game less of an RPI, it was anti-roleplay and somehow unrealistic for people to have any inkling about their prowess at something. It got implemented anyway and lo and behold, the sky hasn't fallen (at least not for that reason).
On these two notable occassions, instead of telling anyone who asked any code-related question to "find out IC," they lessened the obscurity of the code and the result was unanimously positive. Stat prioritization and visible skill levels have caused no problems whatsoever.
But those are very few concessions that have been made over the years, and the GDB community still maintains a general stance of 'never give an answer that would help the person who asked.' Most of the game's code is still shrouded in complete mystery, which is a large part of the reason this community has sprung up. It has also created a persistent elitism in the game and a jealousy between players as these secrets are worth just as much as any powerful race or exclusive role.
There are things that should be kept vague, of course; we don't need to see the actual numerical values of stats and skills, we don't need to know the exact damdice of a weapon and so on. But basic information such as which stats affect what skills, if one helmet is stronger than another, the fact that you get city stealth on your ranger if you pick the right subguild, which class becomes the best at climbing, what you have to do to learn how to make poison cures... what the hell is the point of keeping this kind of information from players?
Armageddon has always had problems with OOC communication, and now has problems with an entire rogue community largely opposing the way the game is run. There are other reasons for these things as well, but a significant factor is the general inability to learn how the game works on your own, and the immense advantages that can be gained by "cheating" like we do here on the big, bad cheater board. Well, staff, it's only cheating because your rules and practices are ridiculous and belong in the 80s when games were so primitive that their rules had to be kept obscure as a means of artificially preserving the difficulty for players.
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Post by silentlamb on Apr 29, 2015 3:31:28 GMT -5
All staff needs is transparency and a willingness to dialogue for things to improve drastically.
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