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game management
- noun The process of ensuring that the game is
generally fun for its players. Game management is necessary
because with so many different people playing from different
backgrounds and having different attitudes, conflicts are bound
to arise. Game management aims to ensure that these are dealt
with fairly and in a just manner. Game management policy is
usually formulated by the arch-wizzes and enforced day-to-day
by the wizzes (arch-wizzes handle inter-wiz disputes). Common
causes of moans are the behaviour of killers (especially
wiz killers), vindictive insults/abuse, perceived unfairness, and
more mundane things like cost and carrier loss. Logs are
essential for good game management, as players involved in
disputes often misunderstand or misinterpret what has
happened - something they may think is wiz interference could
actually be the result of legitimate action by players, for
example. Common errors of game management are
inconsistency ("You resurrected him but you didn't resurrect
me!"), believing that the customer is always right ("Well gee,
if you say you suffered carrier loss I guess I'd better give you back
all your points") and feeling sorry for someone ("I restored
her, it was her first necro"). Equally bad is petty-minded
intransigence ("I don't care how much you grovel in apology,
the FOD for saying 'darn' stands!"), over-enthusiastic rule
enforcement ("How did you know to say hi when he entered, you
never typed QW? You're multi-lining!") and lack of trust in
wizzes ("I know you say you wouldn't have FODded her really,
but how can I be sure of that?"). Game management can make or
break a MUA, so guaranteeing that it is sound is a prime
objective of its owners. See CompuNet MUD,
enforced friendliness, GWG,
radioactive points, cycles,
HCDS, limbo, seed.
- noun The people who perform game management (sense 1). "It's like the mortals think they're game management!"
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