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RE: [MUD-Dev] Community Relations
Lovecraft wrote:
> ...
> Corruption, like a weed, lives. Since I am a developer and the only level
> editor/writer/operator/scripter, I don't directly administer. When I
> receive a report of a crime, I refer it to a player Guard or Demagogue
> (legislator). When I receive a report of Guard or Demagogue corruption or
> neglect, I investigate. When necessary I remove the corrupt official.
> In-game the mundanes (NPCs) have just removed the corrupt official. One
> example exists on Mileth Political Discussion Board in Dark Ages.
Just curious, but why don't you give the players the ability to remove a
corrupt official (possibly by withdrawing 'Clout')? I suppose you'd want to
keep some final authority, but given the rest of what you described, this
part seems like a natural.
Mike Sellers
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- RE: [MUD-Dev] Community Relations, (continued)
- RE: [MUD-Dev] Community Relations,
Geoffrey A. MacDougall geoffrey#poptronik,com, Fri 28 Jan 2000, 05:01 GMT
- Re: [MUD-Dev] Community Relations,
Lovecraft dave#darkages,com, Fri 28 Jan 2000, 22:22 GMT
- RE: [MUD-Dev] Community Relations,
Sellers, Michael MSellers#maxis,com, Fri 28 Jan 2000, 22:37 GMT
- Re: [MUD-Dev] Community Relations,
Lovecraft dave#darkages,com, Sat 29 Jan 2000, 20:52 GMT
- Re: [MUD-Dev] Community Relations,
Lovecraft dave#darkages,com, Mon 31 Jan 2000, 17:29 GMT
- RE: [MUD-Dev] Community Relations,
Koster, Raph rkoster#origin,ea.com, Wed 02 Feb 2000, 16:26 GMT
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