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Mud governance
Date: Thu, 23 Oct 1997 10:49:18 +0000 (PST8PDT)
From: coder#ibm,net
>On 21/10/97 at 09:28 AM, Mike Sellers <mike#online-alchemy,com> said:
>
>>However, I believe we can begin to approximate the same sort of power we
>>have in the physical world in MUDs by enabling "special powers" in the
>>form of executive, judicial, and police/military forces under _some_ form
>>of popular control (somewhere from post-Magna Carta monarchy to
>>democracy).
>
>The Habitat papers and others suggest the value of handling such in-game.
>It certainly reflects on player value when you do. I'd question the
>requirement for "popular control". It is almost tantamount to a
>requirement for democracy; an experiment for which I don't see much sign
>of success.
Full blown democracy would probably fail, yeah, but I think you do need to
accept some feedback from the players as to the effectiveness of the
judicial system, which amounts to at least a little 'popular control'.
If you ignore everything the players say, they will cast their final vote
by not playing anymore. :)
>> It'll be a heck of an experiment anyway.
>
>Many MUSHes and MOO's would seem to be doing this now, with the LambdaMOO
>rape case and its handling and after effects being a specific case in
>point.
>
-Greg
- Thread context:
- Re: CODE RELEASE: [mush mux] Portable Space Engine v0.8.3 RELEASED!,
coder coder#ibm,net, Wed 29 Oct 1997, 17:37 GMT
- string parsing,
Felix A. Croes felix#xs1,simplex.nl, Wed 29 Oct 1997, 15:38 GMT
- Mud governance,
S001GMU S001GMU#nova,wright.edu, Fri 24 Oct 1997, 13:35 GMT
- multiple intelligences,
S001GMU S001GMU#nova,wright.edu, Thu 23 Oct 1997, 03:23 GMT
- META: List burp,
coder coder#ibm,net, Mon 20 Oct 1997, 21:11 GMT
- [MUD-Dev] Mud governance,
Koster, Raph rkoster#origin,ea.com, Fri 17 Oct 1997, 20:18 GMT
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