I'm considering not letting any non-admin level coders have player
characters in my mud.  I've played on too many muds where most of the high
level players were also coders.  It is just about impossible to not cheat
as a coder, where you can see the code for areas in the game.  Any other
pros/cons anyone else can think of?
-cs
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Chad Smith (csm...@sequana.com)
Unix System Administrator
Sequana Therapeutics
La Jolla, CA
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/____//_//_//_/\___/ /_/\_\              G N U   g e n e r a t i o n . . .
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: I'm considering not letting any non-admin level coders have player
: characters in my mud.  I've played on too many muds where most of the high
: level players were also coders.  It is just about impossible to not cheat
: as a coder, where you can see the code for areas in the game.  Any other
: pros/cons anyone else can think of?
[diatribe]
What is cheating? Is cheating making code that reacts to you in a 
different way than other players? Is cheating loading items for yourself 
that you can't get with your abilities? Is cheating making use of 
knowledge you have of the way the world works to make things easier and 
safer? 
If you feel the third is cheating, then you had better go ahead and ban 
characters from coders. But then, a whole lot of that knowledge can be 
gained through patience, persistance, observation, and cooperation. 
If you feel the third is cheating then, yes, cheating is pretty much 
unavoidlable except by _excellent_ role players.
If you feel only the first two are cheating, the absolutely: No cheating 
is not unavoidable. Cheating is not impossible to avoid. Cheating is not 
even justifiable by it's relative ease. Cheating is for the weak and the 
stupid. 
If you find a coder cheating you should remove not only his or her 
mortal, but his or her immortal / coding position. Someone who will cheat 
for themselves will likely cheat for others whom, they know or come to 
know. 
Cheating is not something you should assume everyone will do given the 
chance, because not every one will. Give people a @#@!!*%#$@ chance to be 
honest before you peg them as lowlives.
[end diatribe]
Something to consider. A coder / admin with a mortal character will have 
a much better feel for the total mud than one without. As code and areas 
change the balance changes and all immortals need to keep in touch with 
this. 
Mortal characters, if kept properly seperated from immortal identities, 
can provide very personal and candid information from players about what 
players think and feel. 
A mortal character gives an immortal incentive and puropose in exploring 
new areas of the world, and doing so with the limitations other players 
have. An immortal who doesn't know the geography and challenges of the 
world isn't much of an immortal.
Lastly, is there a big difference _in the affect on the mud from the 
player's perspective_ from a coder who creates subtle advantages and 
levels / completes challenges quickly, and a mortal who has been mudding 
for years and knows the ins and outs of everything that's been done before?
Probably not, as long as you deal with the first in private and don't 
deal with the second at all.
Is that enough to think about?
	easy,
	douglas d
 
-- 
_______________________________________________________________
Douglas D. Conklin                | dcon...@netcom.com
"Tiger, tiger burning bright ..." | doug...@sfsu.edu
---------------------------------------------------------------
Dan
	This is something I've considered for several years and still
	don't believe I have the answer, but since you asked the question,
	let me ramble on about it.
	When the first Mordor mud became too much of a headache for Brett
	and Kevin, the two creators of Oceancrest, I was a player that was
	lucky enough to be in a position to take over.  A couple of other
	players and I continued the game.  At first, I tried to abandon my
	player character, but the fun of playing called me back.  The two
	other DM's also continued to play.  I remember thinking how much
	more fun it would be with a really good weapon, so of course I had
	one.  When I died and lost a level, I rationalized that it shouldn't
	have happened, so I restored my character.  (Confessions of a mud
	addict with the POWER!)  I didn't discuss it with the two others,
	but I observed their characters were also advancing pretty fast,
	and other players were starting to notice.  Their friend's characters
	were gaining at an incredible rate and most of the game's 'normal' 
	players were getting pissed and accusations flew.  I wasn't doing
	anything for my friends, so of course I was more pure than they.  
	The game was *not* fun.  
	My two friends and I had runnning arguments and we eventually stopped 
	speaking to each other.  The final end to that friendship came when I 
	removed their accounts on the computer and kicked them off the game.  
	Not that I was right in everything I argued about, (I was often as 
	guilty as they were.) but I owned the computer.
	So.  After reflecting on this for a few years, I've decided the
	best policy for any mud I administer is that coders should have
	characters, but mostly for the purpose of testing.  It's almost
	impossible to create a really good dungeon unless you experience
	first-hand the problems a player is likely to encounter there.
	Of course, one of the main problems with having a test character
	is that the character often needs to be different levels for a
	particular scenario, or needs to have special equipment/powers to
	see if a feature is working properly.  Easy to adjust, but hard
	for the game's regular players to understand.  Of course, that
	leads to my second consideration.
      	If an immortal does have a player character, that fact shouldn't be 
	hidden from the other players.  Not that you have to broadcast it, 
	but don't keep it a secret, either.  That way no explanation is
	needed when the character suddenly jumps from level 5 to level 15
	in one evening session.
	On the other side of the coin, now that its been a few years since 
	I was an avid player and I have mellowed in my zeal to obtain the 
	highest the game has to offer, I think I could enjoy just playing 
	again without giving my character any special benefits.  If I decided
	to do that, I would probably keep it secret from the other players
	just so I would not be constantly bothered by requests and could
	enjoy my comrades in adventure.
	Sigh.  Tough question.  I don't know the answer.  Sorry.  
	But I did lose two friends over this issue.
        	-Styx-
	
>If you feel only the first two are cheating, the absolutely: No cheating 
>is not unavoidable. Cheating is not impossible to avoid. Cheating is not 
>even justifiable by it's relative ease. Cheating is for the weak and the 
>stupid. 
Well i guess that depends on the MUD type, but i tend to disagree.
I very much doubt it is possible to totally avoid cheating.
There are many ways to cheat, some more serious than others, but even simple
  cheating is cheating....
I have often heard ppl try to justify cheating on its ease, which i do agree
  is a stupid reason, but I do think that an admin that makes cheating
  relatively easy, must realise that people will take advantage of that.
As for cheating being for the weak and stupid? most certainly not.
Cheating well is not at all easy. Doing incredibly powerful things without
  being detected, is by no means a simple task. From my experience, i would
  prefer those immortals that cheat, and cheat "well", on my mud, as they have
  a very good idea of what is going on. A coder that can get their activities
  past admin for a long time, obviously know their code well, and is of more
  use than an honest area coder who just turns out the same old stuff
  [ speaking from an lp viewpoint here ], as long as they can be kept under
  control.
There are (to generalise greatly) two types of cheating wizs. Those that cheat
  purely to get ahead, and have the best players / friends on the mud. These
  ppl will pretty much always get caught.
And there are those who cheat because they can. They are much like the pkillers
  of the immortal world. They cheat for the thrill of getting past admin. They
  cheat with style (usually) and while their actions are no more justified
  than the first group, their intention is usually not to degrade the MUD, but
  to have some fun, and test themselves. They want to step past the boring
  code, and see what they can come up with that is new and exciting ( and 
  bascially illegal). It is usually (though not always) hard to catch such
  cheats, although they may try something a bit too adventurous and drop
  themselves in it one day. But they are good coders, and if you can keep them
  from cheating then they are an asset to any MUD.
The question is, of course, how to stop them cheating. Banning them from
  having a player character will probably not work, as they will create one
  without telling you. My suggestion is to pick out those who you think might
  be such coders, and [a] watch them closely, and [b] give them interesting 
  jobs to do.
That of course won't totally stop them, and while I don't think wizs having
  player chars is a good idea for the MUD, I don't think banning them stops
  a "good" cheat.
 
  
	I admit that I had a player on my mud for the sole purpose of 
killing asshole players who gave me too much shit.  Almost everyone knew 
that I had a player, but almost everyone EXCEPT mine was accused of being 
me.
	On pro side was I got to learn how the players cheated, exploited 
bugs, ect..
	On the down side, I got to hear how the players really felt about 
the staff (I wouldnt bend the rules/policy for friend or foe and fired 
several for doing so).
	I did however make it a rule to never adjust my player (I did 
when I first opened, but who hasnt?) and to take the same risks as 
everyone else.  I also died alot, but since I was leveling like everyone 
else (actually a bit slower) nobody knew.
	If you can seperate the two, admin and player, there shouldnt be 
a problem (I will admit to a very timely 'restore' now and again.....)
The Bonegnasher
------------------------------------------------------------------------------
 "Mr Anonymous"						  mor...@skypoint.com
	"This country, with it's institutions, belongs to the people who 
inhabit it.  Whenever they shall grow weary of the existing government, 
they can excercise their constitutional right of amending it, or their 
revolutionary right to dismember or overthrow it."
		    Abraham Lincoln, First Inaugural Address, 4 March 1861.
However, I'm an exception, not the rule.  When I became head admin of this
same mud, Dartmud, I had the obligation to both police and motivate the
other creators as well.
The trick to running a good team of immortals is to make sure they keep
having fun. That's not to put down players' rights, but players do come
and go.  Creators, on the other hand, who a) Can code, b) have an
imagination, and c) work well as part of a team are worth keeping at most
costs. Now, how can we give these creators the self-actualization to keep
them interested?  I've found that 85% of creators in general, if given the
option, will want to also play.  I've known wonderful players who wouldn't
accept an invitation to create, because they liked playing the game so
much.
I've had to erase creators, even a former admin, because of cheating. I
haven't run across anything else in my mudding experience that brought me
closer to quitting.  The betrayal I felt made the game not fun anymore.
When you're trying to run a team on mutual respect and common vision,
one such incident is devastating, and multiple instances are worse!
I have struggled with the question, and found no satisfactory answers.
The ideal solution would be to never allow anyone to create on your mud
whom you did not trust completely. However, we're dealing in cyberspace
here, and I've only physically met perhaps one twentieth of the coders on
either of the muds on which I create.
A good mud admin, and I tried, has to be a programmer, project manager, PR
expert, systems administrator, psychologist, pastor, judge, diplomat, and
a few other things.  The only more challenging job I know of is
motherhood.
Jonathan Clemens
----SNIP----
>	So.  After reflecting on this for a few years, I've decided the
>	best policy for any mud I administer is that coders should have
>	characters, but mostly for the purpose of testing.  It's almost
>	impossible to create a really good dungeon unless you experience
>	first-hand the problems a player is likely to encounter there.
>	Of course, one of the main problems with having a test character
>	is that the character often needs to be different levels for a
>	particular scenario, or needs to have special equipment/powers to
>	see if a feature is working properly.  Easy to adjust, but hard
>	for the game's regular players to understand.  Of course, that
>	leads to my second consideration.
I allow the Wizards and other Staff (Immortals on my system are not
staff, and have few "special" powers, mainly the ablity not to die, and
the ability to hide easier) to have mortals, but if I catch them
cheating they loose both characters.  I have a firm and fast rule that
a Staff member will NO help his own characters or ANY character
"advance" or "improve" themselves in ANY way.
This has always been an issue, and after explaining the various part of 
the type of Administration I like to run, would like to show you the 
various problems involved.
Site Administration and Coders- "hard" code and a person to hit the reset
Builders and Player Assistance- "soft" code and running the OOC aspect
Theme, Judges, and Tiny Plot- All of the IC stuff
Site Administrators and Coders, if responsible, usually can get away with 
having an IC player character. This is best done if they receive no 
special powers, and treated like players. This is even better done even 
better if the players stay anonymous and NOT associated with their 
Administration and Coding characters.
Builders and Player Assistance should not have characters, IMHO, but some 
can get away with it. Player Assistance can be done BY the IC character, 
but NOT the Builders. Again, IF this is allowed, it should be anonymous, 
and any leak of association with the Admin person should result in 
immediate @nuke, with the chance of restarting a NEW and ANONYMOUS character.
Theme, Judges, and Tiny Plot (most of my Admin experience) should NEVER, 
NEVER, NEVER have IC characters. Their Administration responsibilities 
lay DIRECTLY over the realm of their IC characters. Any judgement done by 
any Admin that has an IC character will always be questioned by players 
and Administration alike, and will only result in resentment with these 
Admin by the players.
ShatRat
sha...@eden.com
Then along comes the complaint
"the imps dont have any idea what its like to run a mortal"
-- 
Im probably mudding at lo.millcomm.com 4000