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5.2.3 Sharing Responsibility
Most MUCK administrators find it necessary or at least
helpful to recruit a staff, to share responsibilities for building,
programming, technical maintenance, player relations, and so forth, with
a team of people with aptitude for a specific area of
responsibility.
Use whatever pigeon holes and job desciptions you like. The following are common:
Site Administration: This wizard is responsible for
maintaining Net access. Sometimes the site admin is only marginally
involved in the MUCK's day-to-day affairs, acting
essentially as a landlord. Even in this situation, there are
reasons for making the site admin a wizard: for example, he can log
onto the MUCK and do a clean @shutdown if
it's necessary to shutdown the server for maintenance or other RL
reasons. The site admin may also be responsible for server-side
chores such as keeping back-ups, updating news and info files, and
answering email addressed to the MUCK staff.
Programming: This wizard sets and unsets Mucker bits, based
on players' programming expertise, trustworthiness, and committment
to the world. She also reviews programs to be ported, checking
security and efficiency considerations. She may also be responsible
for creating and maintaining a listing of publically available
programs.
Player Relations: This wizard arbitrates grievances between
players and charges of AUP violations. He is empowered
to act as appropriate in such situations, using disciplinary tools
such as recording warnings and charges in a log kept on the
character, temporary @newpasswording,
@toading, and site banning.
New Characters: This wizard @pcreates new
characters. She needs a way to read emailed character requests, and
she needs information about any players, sites, and addresses that
have been the source of player-relations problems. For a small
staff, it makes sense to combine this job and that of Player
Relations.
Building: This wizard is, in the MUCK's early
days, charged with building the world, or coordinating the efforts
of a team of builders. Once the world is built, the Building wizard
will have the most complete understanding of how everything is set
up, and is the best person to decide matters such as planning or
incorporating new areas. Often, the Building wizard also determines
policy on quota issues.
The exact form of your organizational set up isn't crucial, but it is
important that the staff has a good understanding of who's responsible
for what, when it's OK to do something that affects another staffer's
area, and that God or the core administrators keep a sense of
proportion. Silly, unproductive `turf wars' are a common reason for
staffs failing to gel as a team, and worlds burdened with squabbling
wizards seldom thrive. Some guidelines...
God should refrain from micromanagement. If you've given a
wizard authority to handle Player Relations, let him handle it.
Good communication solves most problems before they become
problems. Set up a global page alias for wizards and staff. All
staff should page mail each other when they do something that
affects the MUCK as a whole, or affects others' areas
of responsibility.
If instant action isn't required (and it seldom is) let the
wizard who's responsible for an area handle that area. The Builder
wizard may think that JoeHacker's actions obviously call for
toading, and she may be right, but it's better for her to simply
@newpassword JoeHacker, and let the Player Relations
wiz handle the actual toading. Not only is it his job, but he may
have worked out a procedure for @chowning the
character's objects, notifying the player, and so forth.
And the flipside of the same coin... If you and the players
frequently find that something needed just doesn't get done because
a key wizard is unavailable (the Programming wiz hasn't logged in in
three weeks, say), then something is amiss with staff organization.
God should step in, handle the immediate situation, and consider making
changes to the staff roster.
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