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<H1>Re: [MUD-Dev] players who "take away from the game"</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] players who "take away from the game"</LI>
<LI><em>From</em>: "Daniel James" &lt;<A HREF="mailto:dan#thecan,org">dan#thecan,org</A>&gt;</LI>
<LI><em>Date</em>: Fri, 5 Nov 1999 18:08:13 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
msew wrote:
&gt; 0) what are disruptive players?
&gt; 1) what do you do with disruptive players?
&gt; 2) why do disruptive players appear/blossom?

I want to dodge the questions to, perhaps needlessly, point out
that the often 'disruptive' players are your best players,
because they generate controversy, activity and spectacle for
everyone else. I can think of a few people who we came close
to banning from Avalon, but didn't because they created such
incredible emotion and gameplay for other players. Admittedly
Avalon thrived for a while on a more confrontational approach
than I or many others find palatable.

Rather than banning such folk, the issue is channeling them
into 'constructive' (which is sometimes destructive) activity.

But there is a difficult line with abusive behaviour, particularly
for commercial operators who need to watch their terms of service
and vanishing customers.

Banning very annoying and unpleasant players is a reasonble
option, and probably more straightforward than an 'ignore' button
or temporary suspension. An advantage to a retail client is that
the unique CD-id can be banned, unlike most dynamic IP's. I like
shrubs, we had stone figures in Avalon, they couldn't even rustle.
Muting without notification and the log of behaviour Raph mentioned
are essentials.

A player empowered solution is more elegant, not least from the point of
view of reducing customer service costs/volunteer GM time, but hard to
implement in a 'fair' manner.

Very often I think MUD's foster disruptive instincts because of
anonymity and lack of consequences to actions. In Middle-earth
we were hoping to address the latter, at least somewhat, with
permanent death.

Most of this 5-10% are boys with bad attitude, however, and I am
less and less interested in trying to appeal to these guys. A
more mature audience seems a lot more attractive all round.


cheers et salut


Daniel, at last subscribed to MUD-Dev

Give deceased games a decent burial, at the nascent
<A  HREF="http://thecan.org/">http://thecan.org/</A>





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<li><strong><A NAME="00156" HREF="msg00156.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw@cp.net&gt;</li></ul>
<li><strong><A NAME="00143" HREF="msg00143.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly &lt;diablo@best.com&gt;</li></ul>
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<LI><STRONG><A NAME="00130" HREF="msg00130.html">RE: [MUD-Dev] Spatial datastructures and their application (Was R e: Hilbert Curves)</A></STRONG>
<UL><LI><EM>From:</EM> Owen &lt;owend@obscure.org&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00133" HREF="msg00133.html">[MUD-Dev] players who "take away from the game"</A></STRONG>
<UL><LI><EM>From:</EM> msew &lt;msew@trilogy.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] players who "take away from the game"</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00151" HREF="msg00151.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Tue 09 Nov 1999, 19:17 GMT
</LI>
</ul>
<LI><strong><A NAME="00152" HREF="msg00152.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
David Bennett <a href="mailto:ddt@discworld.imaginary.com">ddt@discworld.imaginary.com</a>, Tue 09 Nov 1999, 19:17 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00142" HREF="msg00142.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
Marc Bowden <a href="mailto:ryumo@merit.edu">ryumo@merit.edu</a>, Mon 08 Nov 1999, 19:03 GMT
<UL>
<LI><strong><A NAME="00160" HREF="msg00160.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Wed 10 Nov 1999, 02:21 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00139" HREF="msg00139.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
Daniel James <a href="mailto:dan@thecan.org">dan@thecan.org</a>, Mon 08 Nov 1999, 19:03 GMT
<UL>
<LI><strong><A NAME="00143" HREF="msg00143.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Mon 08 Nov 1999, 20:23 GMT
<UL>
<LI><strong><A NAME="00164" HREF="msg00164.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Wed 10 Nov 1999, 03:09 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00156" HREF="msg00156.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Tue 09 Nov 1999, 21:42 GMT
<UL>
<LI><strong><A NAME="00157" HREF="msg00157.html">Re: [MUD-Dev] players who "take away from the game"</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Wed 10 Nov 1999, 00:46 GMT
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