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<H1>Re: [MUD-Dev] Admins as Mortals twist</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Admins as Mortals twist</LI>
<LI><em>From</em>: Greg Miller <<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>></LI>
<LI><em>Date</em>: Mon, 03 Jan 2000 07:57:00 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
Marian Griffith wrote:
> Hate yes, but people dislike faceless organisations almost automatically
> And more worrying (from an admin point of view) is that they do not feel
> restricted to act against such organisations. People generally feel a lot
> less worse about cheating the taxes than about cheating an acquintance.
> If admin are perceived as people, it will be easier to dislike (and even
> outright hate) one specific person, but hopefully there will be less act-
> ion against the entire staff as a whole.
I doubt it. If people don't interact with the admins, they'll probably
simply not think about them very often. I consider that a good thing,
since admins are more of a necessary evil than anything else. It's been
my experience that people become less angry with machines than people,
and don't stay mad at them as long.
--
<A HREF="http://www.classic-games.com/">http://www.classic-games.com/</A>
Conspiracy theorists mistakenly assume others think before acting.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***
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<li><strong><A NAME="00041" HREF="msg00041.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly <diablo#best,com></li></ul>
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<LI><STRONG><A NAME="00025" HREF="msg00025.html">Re: [MUD-Dev] Admins as Mortals twist</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith <gryphon#iaehv,nl></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Embedded languages, object persistance... ack.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00144" HREF="msg00144.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>,
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Wed 19 Jan 2000, 02:56 GMT
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<LI><strong><A NAME="00092" HREF="msg00092.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 15 Jan 2000, 07:14 GMT
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<LI><strong><A NAME="00001" HREF="msg00001.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 31 Dec 1999, 21:22 GMT
<UL>
<LI><strong><A NAME="00025" HREF="msg00025.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 02 Jan 2000, 22:20 GMT
<UL>
<LI><strong><A NAME="00037" HREF="msg00037.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Mon 03 Jan 2000, 16:44 GMT
<UL>
<LI><strong><A NAME="00041" HREF="msg00041.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 03 Jan 2000, 19:02 GMT
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<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00003" HREF="msg00003.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>,
Philip Loguinov -- Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Sat 01 Jan 2000, 05:42 GMT
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</LI>
<LI><strong><A NAME="00000" HREF="msg00000.html">[MUD-Dev] Storing tokens with flex & bison</A></strong>,
Christer Enfors <a href="mailto:enfors#swipnet,se">enfors#swipnet,se</a>, Fri 31 Dec 1999, 21:22 GMT
<UL>
<LI><strong><A NAME="00002" HREF="msg00002.html">Re: [MUD-Dev] Storing tokens with flex & bison</A></strong>,
Rahul Sinha <a href="mailto:rsinha#glue,umd.edu">rsinha#glue,umd.edu</a>, Fri 31 Dec 1999, 23:12 GMT
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