<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=ISO-8859-1" http-equiv="content-type"> <title>Open Letter to the MUD Newcomer</title> </head> <body> "I am very excited to start a mud. I don't know how to code for <br> muds, but I have a super great idea for one. All I need is for <br> folks to come do what I tell them." <br> <br> This, in many different phrasings, is one of the most common <br> requests for help on mud forums. It very often generates <br> hostility and ends in sadness. I'm of the opinion that there <br> should be some standard FAQ-style answer to it, in order to <br> minimize the pain that this sort of request generates. This <br> open letter is an attempt at that standard response. <br> <br> <br> <strong>Open Letter to the Newcomer Who Wants to Start A MUD</strong> <br> <br> Dear Newcomer, <br> <br> Welcome! I am very glad you're excited about muds and I <br> hope you stay and become a frequent participant and <br> contributor to this forum. I also extend to you my most <br> sincere wish that you succeed in your game. The community <br> benefits from more good games. <br> <br> Please forgive any hostile posts you receive as a result <br> of your request for assistance. You may not be aware of <br> some important things about the community of folks who <br> create and run muds (mud developers), and this letter is <br> meant to guide you through some things you ought to know. <br> <br> * <strong>We are volunteers.</strong> With very, very few exceptions, mud <br> devs don't get paid for it. They do what they do for their <br> own pleasure, and help others out of love for the hobby. <br> Remember that! If we seem testy sometimes, it's often <br> because we think we are trying to defend something we love. <br> <br> * <strong>We have been hurt.</strong> There are literally thousands of muds <br> that started, got nowhere, and closed in short order. I'd <br> be willing to bet there have been tens of thousands. Many <br> of us have donated our time, our creativity, our sweat to <br> such muds. Some of us have had it happen more than once. We <br> may still be sore about it. When we see another forum post <br> advertising a mud that we think will do the same, sometimes <br> we have a hard time giving the benefit of doubt, and we say <br> rude things. Please forgive us. <br> <br> * <strong>We don't want others to be hurt.</strong> When we see a post for <br> a mud that looks like another of these "wasted my time" muds, <br> we sometimes ask very pointed questions to determine the <br> viability of that project. It's not about being jealous of <br> your idea. It's not about hatred of things that are new. We <br> really want to know how serious you are, and how likely you <br> are to waste people's time. Believe it or not, we can usually <br> tell. The fastest way to prove your mud will go nowhere is <br> to respond to such posts in a hostile and immature manner. <br> Avoid that. Just accept that we're trying to help other mud <br> devs know more about you and your project. <br> <br> * <strong>Lazy people drive us crazy.</strong> I am not calling you lazy. But <br> your post may have made you look that way. Some newcomers <br> say things like "I really just can't code, I've tried." This <br> sounds like you just can't be bothered, and are trying to <br> get people to do your job. Coding is very hard for some folks, <br> and it's ok that you're not good at it. But insisting on not <br> coding, and not getting better at it, is a very strong mark <br> against you. It may not *be* laziness, but no matter how you <br> excuse it, it comes off that way. Don't sound lazy. And <br> don't be lazy. Plan on improving your coding skills, and <br> explain that this is your plan. <br> <br> * <strong>We don't need you as a boss.</strong> If your idea is good enough, <br> I can just make my own mud with it, and not bother involving you. <br> You need to explain what role you will play, and why you are <br> the right person to play that role. Remember that this is <br> very much a job interview...but you're not interviewing <br> candidates. You are the candidate. You are showing us why <br> you're the right person to run the mud, and what skills and <br> experience you bring to that job. <br> <br> * <strong>Your awesome idea is one of 10,000.</strong> It is important for <br> you to understand that. Just having an awesome idea doesn't <br> even come close to convincing anyone that the idea needs <br> a mud, and that you need to be the boss of it, and that <br> people should want to come and work on it for you, for free. <br> The idea is important, but it is not the most important part. <br> <br> You might feel a bit bewildered at this point. Just what do <br> mud devs want to see that might make them want to join your <br> project? It's not an easy question to answer, but here <br> are some things worth demonstrating: <br> <br> - <strong>Maturity.</strong> Show us you're a grownup that can handle criticism <br> well and doesn't think he is owed free labor. <br> <br> - <strong>Planning.</strong> The surest way to know I should disregard a project <br> is that you haven't bothered to research anything. If you don't <br> know a mud host from a web host, you're probably wasting my time. <br> If you have no idea which codebases to investigate for suitability, <br> you haven't done your homework. If you're serious, you'll <br> be able to show your planning. <br> <br> - <strong>Commitment.</strong> If you really are serious about this project, <br> you have work to show us already. Perhaps you've started <br> testing on a codebase. Perhaps you have a design document laid out. <br> Something to show you're not just begging on the street for <br> someone to make you a mud. Explain the work you've done thus far. <br> <br> - <strong>Motivation.</strong> I want to see the fire in your belly. If I <br> spend my time and share my skills on a project, I want to know <br> it's run by someone determined to make things work. <br> <br> - <strong>Experience.</strong> Tell us about the projects you've managed. If they <br> failed, why did they fail? Your experience need not be perfect, <br> but you should show how you've learned from it. <br> <br> The sad fact is that most muds that start will fail. You have <br> to show prospective mud devs why your mud will not, and why they <br> will not be wasting their time on it. <br> <br> You might at this point be coming to the realization that <br> you may in fact not really be ready to start a successful <br> project. That is not shameful, it is not a sign of personal <br> fault. We all have to start somewhere. If you're feeling like <br> maybe your project won't meet the standards laid out in this <br> this document, don't just give up. Find a project that can <br> use a newcomer, and learn the ropes. <br> <br> That's usually how it works, you see. Newcomers don't usually <br> start as captain, they usually begin as beginners. There's <br> no shame in it, and I'm pretty sure that starting the <br> normal way is a very good way to prepare to eventually run <br> a successful project of your own. <br> <br> Your pal, <br> <br> -Cratylus <br> <br> PS See also: <a href="http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=2293">http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=2293</a><br> </body> </html>