Re: Changing spells without consulting players

From: Daniel W. Burke (
Date: 05/11/96

At 06:22 PM 5/8/96 -0700, you wrote:
>On Thu, 9 May 1996, Demon wrote:
>> answer's easy enough, if the admin of the mud cares not about the 
>> players, they're failing in running the mud properly...
>> look for a new mud to play on or put up with it...
>	That's not true.  I've got some pretty some suggestions in my time
>at running MUDs, things I wouldn't even think of implementing and after I
>tell the person a few times I stop listening to their requests.  The admin
>need not care what the player suggests.  I would not sacrafice my ideas of
>a good MUD for their ideas of a good MUD unless I deem their ideas better.
>It is, after all, my MUD.
>	I don't give a damn if John Doe thinks there should be HT (high
>tech) areas, or Jane Doe thinks there should conform to a low tech, no
>magic system, my idea of a good MUD differs, and it is my MUD, so why
>should I care what they think would make the MUD better if I don't want to
>include that into my MUD?  Basically, I'll listen, but I don't need to
>give a damn to correctly run my MUD.  Some things I like, some things I
>don't.  The things I don't like, I don't care about, and hence, I do some
>minor insult to the player by rejecting their suggestion or just ignoring
>it after the 3rd time they plead to me to add it.

My general attitude on that situation is similar.  I want to run a mud *I*
would enjoy playing.  I don't enjoy RP or pkill muds, so I'm not going to
run one.
(although some "limited" form of pkill can be fun)
When people suggest thing's to me I tell them I'll consider it, and if I
don't like it I don't give it another thought, and most of the time I don't
get bad reactions when they ask if I decided to use their idea and  I say no....

Brazil - IMP of AddictMUD 4000  or
                    4000  or

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