I wrote this some time back after someone asked me 'What does being a leader mean to you?' in terms of the game. I wrote this up for that person and then kind of let it sit. I showed it to @Moirean about a month ago and she urged me to post it here, but I refused. I actually asked her to post it instead of me, because I felt that the words would be taken more seriously coming from her. Either way, these are my thoughts on the roles of leadership in the game and in general. Have something to add? Post it in this thread.
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What does it take to be a great leader? Elections in MUD’s can often be reduced to a popularity contest, a successful mudslinging campaign, or sometimes even a metagamed coup based off of inactivity and a stealthy contention, but what happens once the new players come into power? What are their goals, their aspirations?
Typically, when a player attains a leadership position through a hostile takeover, they are of the belief that everything that was done before is inherently wrong and must therefore be replaced or changed. This is not true. New leaders should carefully look over every part of an organization to decide what works and what doesn’t. Is your novice system something that a casual gamer can accomplish in their spare time? You’re probably on the right track. Does it require them to read 30 books and write an essay? You should change that. Change for the sake of change often leads to confusion, especially in the casual gamer that plays maybe once or twice a week. It may take them months in the real world to complete a novice program because they only login once in a while and constantly changing through political turmoil leads to confusion and disinterest. Would you like it if you were training for a new job and every time you got close to being certified fit for duty they changed the requirements?
To be a good leader, you must be engaging. Resist the urge to give those who supported you favorable positions and immediately cease hostilities towards those you just beat out in an election. You won, but constantly harassing the loser until they either quit the game or switch sides isn’t just bad manners, it’s bad for the game. For a game to grow and thrive, it must have an active, engaged community. And if you became a city leader, you just signed up for the most thankless job in a MUD environment.
The job requirements of a Guildmaster are to grow your organization by nurturing new players into productive, responsible players. You are entrusted by your fellow players and the games administration to help new players learn and grow the game, so that more resources can be put back into the realm, so that the realm can expand, and so that a profit can be turned to keep the realm in operation. It’s a big responsibility. Don’t use your position to look down on new players or pawn the newbie off on someone else. Don’t use your position to try and ‘mudsex’ out of new players. Consider your position akin to a manager at any popular business: if it’s illegal to do it in the workplace, don’t do it in the game.
City leaders have a different task, and one that can be a lot more rewarding and yet stressful at the same time. Your job is to gather groups of players (guilds) and have them get along, despite potentially conflicting roleplay elements. Having a guild full of orderly Knights and insane Zealots in one city can be a tough act to juggle, but it’s your job to keep them not only getting along, but fight against negativity between them so that they can do their jobs, which is nurture the new playerbase. You’re also responsible for the broader enjoyment of the game, as city’s often wield greater power to influence happiness than individual guilds. This is perhaps the hardest lesson of all: your job now is to do what is best for the game and the enjoyment of your players, and not necessarily what is best for you or your own personal roleplay.
The last part of leadership is knowing when it’s time to move on. Often, players will hold onto positions for months or even years after they’ve had enough and have lost sight of the goals. If you’re not helping others get enjoyment, or pushing towards organizational goals, but hold onto the position to simply hold the status quo, then it is time to move on. Even a great leader doesn’t last forever, and the moment you quit moving forward you begin moving backwards.
Last, but not least, if you’re going to contest for a position, don’t do it because you don’t like the person having the position. I don’t like X is never a good enough reason to contest for a position; instead, you should always contest because you can improve the organization. One of the worst things that can happen is for a popular character to remove a bad leader from a position and then sit on the position with absolutely no forward momentum. Elections naturally build momentum, and you should ride it into greater things, even if you lose, because sometimes a contention is all that’s needed to kick a dormant leader into activity.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Comments
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
I just find it extremely hard to create a coherent identity for a house where most people are not considered 'full members', and the ones that are come from three different houses in the first place. I don't want to make sweeping changes because that would alianate people without even necessarily solve the issues I perceive. At the same time, it feels like I am moving this forward at a much slower pace than I would have liked. A lot of weird issues just seem to crop up out of nowhere, not to mention I have to make sure the house follows the laws of the Dominion (a separate entity completely) as well as respecting the 'Blood': I have heard members of my house accuse each others of being blood whores and twats.
Eh. Hopefully, the house is moving towards a better place, even if slowly. At the moment, it feels like there are no traditions in the house, there are no recurring happenings that reinforce the house's image to its members, nothing that truly makes it more than a glorified clan (except that most clans I'm in actually have people talking to each other). @Ezalor has been pretty awesome and encouraging, even though he's not even in the house, which I do appreciate a lot.
I do have some plans so hopefully things will be more interesting and engaging in the future.
Being an order head is a bit different, to me, but also the same as being a GM. While GM's work with new players and help hook them, I think OH's have the ability to keep more established players hooked. Orders are almost like a second guild in that it's another community. The advantage of orders is that they are more tightly knit and generally it's more established players within. You also serve at the god's whim, so even if you're OH, at best you're #2 - unless the god goes inactive. You can then try to push the order along, but because of limited powers it can sometimes be difficult (can't order promote, for instance).
As for House Leadership, I've never been -in- a house but I would imagine it's about like being a GM.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
@Areka: I can see that but my stance/viewpoint isn't so much that that accountability does not exist at all but more against the idea that that "responsibility/accountability" of the leader is somehow greater than the "responsibility/accountability" of the followers. The game is designed in such a way that at any time if someone is causing you displeasure you can remove yourself from and or alter the situation (ignore, utilizing aides/secretaries to deal with someone you might not get along with in your stead, walking way, issuing, contesting so that you're the person in power/authority calling the shot, participating in a coup to get the troublesome out of power, etc) to alleviate said displeasure until a resolution, if applicable, can be found. The responsibility of the follower is equal to the leader's if not greater.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Have fun.
Being a good leader might be about all the little things - working hard, trusting new people, forgiving old people, engaging everyone, blah blah. That stuff is important, there is no doubt about that.
Being the best leader, the one people still remember five or even ten years down the track? That requires more. It requires memories of really fun/important stuff that happened. And that means you need to get your leadership position to the point where it is easy to run and you can focus on playing the game.
As a leader, you have a lot of influence when it comes to larger scale RP and PVP. So go out and use that. Be controversial and bring your org with you on the ride. Use your position to play the game in ways you never can as just another player, and make sure the players in your guild get to enjoy it with you.
[/spoiler]
@Areka: I see what you're trying to say or at least... I think I understand which is that, "we should ultimately be considerate of the feelings of others as we're sharing the game and we're all here to enjoy ourselves. To that end, leaders should try to act in a manner that reflects that."
While what I think what you're saying isn't in itself wrong or is something I necessarily disagree with, I cannot help but feel that it is being applied to the wrong side of the game; the in-character realm. That line of thinking does not belong there, at least as an expected standard for all characters in leadership roles or otherwise, unless of course that is something you're trying to roleplay as one of the qualities of your character.
Remember that Aetolia is first and foremost a role-playing game, particularly one designed around conflict (not necessarily PK). We pride ourselves in that we roleplay and have a higher standard in comparison to a lot of other games. It is something that is not only advertised for the game but encouraged and enforced within the game by both players and admin alike. If I want to roleplay a very, very obese politician who frequently neglects his duties to the detriment of his peers and organization in favor of pleasurables like eating or what have you, I am perfectly in my right to do so but I should also understand that there will be consequences to those actions. This does not make me an inconsiderate player (although the character would/should be considered such as that's the role I'm gunning for).
Aetolia is specifically designed in such a manner so that you clash with others depending on the faction and roles you choose and the choices you make. If you're not interested in said clashes, you do not have to participate as there are other aspects of the game to focus upon and play. Likewise, if you are interested but just not in that particular person, conflict arc/theme, or what have you, the game does offer a multitude of ways to deal with the situation including the option of opting out entirely. (This is also part of the reason why I'm against guild's being class dispensers because it kind of goes against the option of opting out but that's another can of worms for a different thread.)