The Happy Happy Joy Joy guide to MUSH Administration.
This is a guide to successful administration. To achive perfect harmony with
the players of your mush, you need to consider carefully this guide. I think
once you have accomplished this, you will find all the answers you need.
#1. The player is always right.
This is taken from the very well known service guide 'The Customer is
Always Right'. As people who play on mushes, are indeed, clients
(or customers) to the work you have done, it is very proper that they
be treated like royalty, and as such, given special treatment
regardless of their actions.
#2. Staff need to serve
Staff, no matter what they are doing, must, at all times, be around to
help the player. If you can not achieve responsiveness of at least 60
seconds or less, you are not a good administrator and need to step
down immediately. You should also provide your email and, within
reason, your immediate contact phone number, so that you are available
to help the needs of the player at all times of the day. Failure to
do so should be terms for immediate dismissal from the game.
#3. No one is at fault except you.
When a player has a problem on your mush, you must fix this issue by
any method possible. As it is very unlikely the fault lies with the
player, the fault must lie with the mush itself. Thus, you need to
modify the rules of the game and very likely rebuild/redescribe an
area so that the player who has an issue is comfortable and appreciates
the mush and the effort put in properly. Once you are finished fixing
the problem to the player's specific needs, make sure to praise the
player for bringing up the problem and alerting you of the issue as
more than likely, you still are learning the ropes to good
#4 Lag is a 4 letter word
Lag always happens. It's unfortunate when it does, but it will cause
players to disconnect at the worst possible times. Most of the times
this will seem to happen is during intense role play, especially when
the demise or other invariable evil situation will happen to the
character. If the character happens to disconnect during such a time,
please be patient with the player as the router and network is
obviously at fault. wait patiently for the reconnect, and if the
player doesn't reconnect for the rest of that evening, dismiss the
roll play and/or push it off for another time. Or just continue with
the role play and when the player connects, re-include them where he
left off. And be kind and considerite to the player as having such
terrible connectivity is obviously a huge headache and the player is
bound to be very unreasonable and upset. You probably will want to
reverse any evil or killing that was assigned for that player and
assign it to someone else at this point.
#5 When in doubt, the player is right.
The player is always more intune with a situation then you are. They
also will seldome lie about a situation, especially when it benefits
them. You should always, and I mean always, take what they say at
face value. When a player has an issue or finds that someone is
cheating, always fix the problem democratically. Talk to all parties
involved, and explain to the accused party how cheating is not a good
way to solve anything, and that further cheating will mean further
lectures. That will most definately get your point across to them.
Again, we must never look to annoy a person, even one who could be
at fault, as all players have a right to be on your game.
#6 Always answer threats with honey and turn the other cheek.
It's natural that players will not like how things are run. And
if after you've done everything to make the player comfortable, they
still try to break the rules and cheat, steal, and twink, calmly
explain to them that what they are doing is not right. That should
be more than sufficient to correct their behavior. If they repeat
the problem, take them aside and continue to discuss their behavior.
Ask them how the rules can be rewritten in such a manner that they
will understand them better, and rewrite them as the player mentions.
If then, later, they break the rules, they obviously are still
confused on the rules of the mush, and need to be talked to again
to try to figure out what is keeping the player from the fun of
the mush and seems to confuse them about the rules. With enough
such discussions, the player will remain happy and in time will
understand the rules and be yet another great addition to your game.
#7 There is no such thing as someone who isn't right for the game.
When a player doesn't seem to 'fit in' it will need to be fixed.
This may entitle rewriting the rules, the game, or asking other
players to change how they act around this player so they no longer
feel threatened, controlled, or uncomfortable. If the problem can
not be resolved, invite the player as a staff of your mush and give
them 'charge' of the situation so they can fix the problem. They
obviously know more about this issue than you or your staff do so
having them onboard as staff to deal with the situation is a wonderful
solution to the problem and makes everyone happy.
#8 The codebase you use doesn't matter.
There are a lot of code bases out there, and they all are basically
the same. Every single one has the same issues with stability,
security, and the same basic code. It doesn't matter which one you
get, so just listen to what people want most. If the game happens to
crash or corrupt itself, then to appease the players when you bring
up from a previous database, reward everyone with large amounts of
experience and skills so that they actually gain more than they have
lost. That way, if the server crashes again, you are bound to keep
the players as this will make them aware that sticking around
actually gives them something, and again, keeps them happy.
#9 If you haven't heard it, it's not true.
There will be, undoubtedly, a great number of times you will have
players come in and say that the codebase you're running is bad, to
upgrade to codebase 'X' or that your master room or starting room
is problematic. Don't worry about these things. You know that
problems will exist, and that it's highly doubtful that it will ever
be fixed, so what you're using is good enough. If people break
the code online, you just bring them aside, calmly tell them that
what they are doing is wrong, and let them on their way. In time,
they'll learn what they are doing isn't correct.
#10 Never have a heavy hand in punishment.
@nuke, @toad, and sitelocking should never be done. The only time
a player would ever do anything so horrible to deserve this is
if they were not being listened to or had a major problem with the
game that they felt they were being ignored on. Envite these players
onto your game, with a full staff meeting. Talk to them openly
and resolve the issue by incorporating anything they are asking for
into your game. After all, adding players who are so obviously
in tune with what is wrong will greatly inspire the players and give
your mush an even larger following. You may even have one of these
players as your new staff as they can help with the running of the
#11 Invite people for staff who can do the job.
It doesn't matter if you don't know them, don't like them, or
if you're giving them bits just because they're friends. Whatever
the reasoning, the more bits the merrier. Having more staff can
get the job done twice as quickly. For anyone who says you take
a risk by having so many bitted people, they obviously do not
know what they are talking about. Just refer to #9 above and
ignore them. They're just jealous anyway.
#12 You don't need coders to do a good job.
Coders are useful tools, but otherwise serve no purpose. You really
don't even need a good coder. And any coder will do. You don't
need to know any code yourself, nor do you need to know how to
build. All you need to know is that you want to set up a mush,
and get people to help you do it. Why worry about the details?
#13 They say they're a good coder, so they must be.
People don't usually lie about their coding expertice. And all
of the code they do is original or borrowed with expressed
permission from the author. Anyone who can code something
with lots of colors and a good interface is all you really need.
#14 Bigger is better
When you build your mush, you need to get as many players as you can.
If this means allowing each player 20 alts and having them log in
them all at once, even if they're unable to play them all at once,
so much the better. This makes your WHO list look bigger and thus,
will bring in more players because it shows just how popular you are!
All those people who say quality over quantity obviously don't have
the experience that you do.
#15 The mush is your playground.
Yes, you are the ghod/ghoddess. You have full right to do what you
want, therefore, you can monitor everything, play with everyone,
and not have to worry about anything because of it. Always remember,
there is no right or wrong, there is only power. Enjoy your mindgames!
#16 Consent is expected in role play
Absolutely! Consent should be handled by the player and not be
predefined. If anything happens that the player dosn't want to happen
to their player, why just pull the consent flag and say you don't approve.
A player will never use it to their advantage so that they can survive
or avoid any negative experience with their player. Of course not, right?
After all, as long as everyone is happy, it all works out! And as long
as people see others get away with stuff, it should make them happy, right?
Right? RIGHT?!? Well, if they don't agree, look at #9.
If you follow these guidelines, you'll get exactly what you are looking for.
You will definately have people know you and your mush by name.
Your dream of an utopia will come to a fruitation. Pretty easy, no?
---------------------------- Disclaimer --------------------------------------
We can not be held accountable for any use of these guidelines, actions,
methods, or intentions of people who have read/used/maintained them.
Any resemblence between these guidelines and stupid-ass administrators are
strictly coincidental. Any destruction to muds by using these guidelines
are totally hypothetical. Any person dumb enough to believe these
guidelines should be shot, quartered, and mauled by roaming lions.
You have been warned.
This sarcasm brought to you by S.C.H. Muck & Brown. The McNose people.
What, you want to know some real guidelines? Ok:
#1 Mushing is a privilage, not a right. You pay nothing to be on them.
#2 If you don't like the game, and have a problem, see rule #1.
A private note: All of the above rules actually exist on mushes. They
were literally pulled, some word for word, from mushes. Fear them.