May 31, 2017, 2:38 PM

@Nein That's actually a problem I've noticed. The fact that staff in many games seem to have very vague positions in which they're doing tons of stuff all at once. I feel as if there are a lot of relatively harmless tasks that could be handled by low level helpers, and very few games employ some sort of helpers system. Most massive MUDs understand that you can't handle a game with hundreds of people with just a core staff base, I don't understand why MUSHes don't seem to get that most of the time.

@Arkandel said in How Do I Headwiz?:

@HelloProject The best piece of advice I have is unfortunately not actionable.

Have a thick skin.

That's it. But it's not something you can do, it's just ... developed over time. I hope for the sake of anyone staffing at all, let alone running a game, that they have it because it's an often thankless job and an endless grind which starts at 100% inspiration and creativity but ends up being 10% of that (... if you're lucky) and 90% work, maintenance, and handling people.

One thing I've noticed about a lot of places, is that the places aren't really made with the amount of work it would take to maintain such a place. Like, making incredibly long apps even though that would obviously be a huge workload if you got a ton of players, or straight up lacking a firm advancement policy, so you end up with a fuckload of jobs that all have to be handled somewhat differently, with no real guide to look at for how to handle any given one.

I'm not saying that you can entirely eliminate work, but just, from my general observations, people seem very prone to adding more work than necessary rather than designing things to the best of their ability to minimize work where ever it's actually possible to do so. MCM for example, even though I like their current app in theory, in practice this app seems like it adds a hell of a lot more and emotional labor for staff than the old one.