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<H1>[MUD-Dev] Re: A little help</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: A little help</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 29 Sep 1998 14:38:27 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Legend uses a fairly different system from the traditional
single-hierarchy model, cribbed in part from "wizbits."

Basically, all our imms fall into one of four departments:

PR handles running events, in-game activities, etc. "Ways to make the
game fun that aren't part of the game."

ADMIN handles game admin issues such as rule infractions, character
archiving and restoration, website maintenance, etc.

CODING handles the mud's hardcode, implements new code features, handles
machine sysadmin duties, etc.

BUILDING handles the mud's databse, builds new areas, maintains old
ones, and creates as-needed database material for the other departments.

The heirarchy is fairly flat, consisting of five levels that are flatter
than they seem:

Inactive: immortals who are not currently actively working on a project.
These people can poof around and get access to the immort communication
channels, and that's about it.

Assistant: immortals who are given the basic commands needed for a given
department's duties.

Full: immortals who have all the commands for a given department's
duties.

Department head: there are only ever four of these. They have all the
power an imp does, basically, and serve as a committee that runs the day
to day of the mud.

Implementor: they pay for the server, hence the power, and make final
calls on things that the dept heads cannot.

Players must apply to join a specific department, and must submit a
proposal for a project of some significance. They must also have reached
a particular level (not maxxed out, however) in the game. The details
differ by department, but you can see them at
<A  HREF="http://mud.sig.net/help.indexes.html">http://mud.sig.net/help.indexes.html</A> if you are curious. New imms are
then immorted as "Full" members of that department.

After showing notable progress in a given department, with permission
from their department head, may pick up assistant duties in other
departments. All command access is done via these job flags, NOT by
level. Theoretically, an imp can (and should) go inactive if they are no
longer actively contributing.

Coordination and management of this group is done via mailing lists set
up for this purpose. Few items end up needing to go to the full imm
staff, so most issues are settled on departmental mailing lists. The
dept heads and the imps are on all lists; other than that, access to
them is largely restricted by department. Weekly reports are required,
and lack of activity in your department is grounds for losing your
wizbit and being dropped down to inactive status. The part-time imms who
cannot devote the required hours are encouraged to stay at assistant
level in the department of their choice.

The philosophy is, the powers go to those who contribute on an ongoing
basis. Those who do not contribute regularly are still imms, but they
don't get the cool stuff. To quote a webslinger, "with great power comes
great responsibility" right? ;)

This model has btw managed to greatly reduce the need for constant imp
involvement, which we used to have in a big way. Instead, the load
cascades down the tree. But it's flat enough that anyone can talk to
anyone, and it scales fairly nicely to larger staffs.

-Raph


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: A little help</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01360" HREF="msg01360.html">[MUD-Dev] Re: A little help</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Tue 29 Sep 1998, 18:08 GMT
<UL>
<LI><strong><A NAME="01364" HREF="msg01364.html">[MUD-Dev] Re: A little help</A></strong>, 
chris <a href="mailto:chris#realm,zfn.uni-bremen.de">chris#realm,zfn.uni-bremen.de</a>, Tue 29 Sep 1998, 19:11 GMT
<UL>
<LI><strong><A NAME="01368" HREF="msg01368.html">[MUD-Dev] Re: A little help</A></strong>, 
Marc Bowden <a href="mailto:ryumo#merit,edu">ryumo#merit,edu</a>, Tue 29 Sep 1998, 20:12 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01374" HREF="msg01374.html">[MUD-Dev] Re: A little help</A></strong>, 
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Wed 30 Sep 1998, 01:04 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="01367" HREF="msg01367.html">[MUD-Dev] Re: A little help</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Sep 1998, 19:41 GMT
</LI>
<LI><strong><A NAME="01370" HREF="msg01370.html">[MUD-Dev] Re: A little help</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Sep 1998, 21:29 GMT
</LI>
<LI><strong><A NAME="01373" HREF="msg01373.html">[MUD-Dev] Re: A little help</A></strong>, 
Peck, Matthew x96724c1 <a href="mailto:x96724#exmail,usma.army.mil">x96724#exmail,usma.army.mil</a>, Tue 29 Sep 1998, 22:43 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01348" HREF="msg01348.html">[MUD-Dev] [CUSTOM] ScryMUD is opening for Beta on Oct 1!</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 29 Sep 1998, 05:07 GMT
<UL>
<LI><strong><A NAME="01358" HREF="msg01358.html">[MUD-Dev] Mud adverts, was: ScryMUD is opening for Beta on Oct 1!</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Tue 29 Sep 1998, 17:46 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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