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[MUD-Dev] Potential New Laws
These may have already been stated, but here they are:
Murphy's Law as applied to Mud/Internet Communication:
If a mud/text communication can be misinterpreted, it will be.
Ability to Please:
You cannot please 100% of the people 100% of the time, and
as such, you will accomplish less if you attempt to please the
entire 100%. Rather, cut losses and please the other 98%.
Conflict:
People love a good fight. They'll keep coming back for more
and more conflict, where in a peacful setting, many will become
bored and go elsewhere.
Change:
People often observe change as a Bad Thing[tm]. Change without
detailed explaination and all appropriate formulae laid out is often
viewed as a Very Bad Thing[tm] by the players. Once helpful change is
implemented, after 1-2 months, though many will still complain about
the "terrible" change, many will forget how bad it used to be.
Strycher....
--
Benjamin D. Wiechel
strycher#toast,net
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] Mass Creation OLC Functions (idea from Elder Games), (continued)
- [MUD-Dev] Mud Economies (A simple idea),
Wes Connell wconnell#adhesive,com, Mon 15 Mar 1999, 15:44 GMT
- [MUD-Dev] Potential New Laws,
Benjamin D. Wiechel strycher#toast,net, Mon 15 Mar 1999, 07:59 GMT
- [MUD-Dev] (fwd) Re: MUD Economies,
J C Lawrence claw#koala,kanga.nu, Sun 14 Mar 1999, 22:28 GMT
- <Possible follow-up(s)>
- [MUD-Dev] (fwd) Re: MUD Economies,
J C Lawrence claw#koala,kanga.nu, Sun 14 Mar 1999, 22:30 GMT
- [MUD-Dev] (fwd) Re: MUD Economies,
J C Lawrence claw#koala,kanga.nu, Sun 14 Mar 1999, 22:30 GMT
- [MUD-Dev] (fwd) Re: MUD Economies,
J C Lawrence claw#koala,kanga.nu, Sun 14 Mar 1999, 22:31 GMT
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