@ganymede said in San Francisco.:
Staff are players, and players can be staff. If you are entrusting staff with power, why not entrust players with the same?
Well, you heard the lawbot.
For the sake of this thread let's give up on trying to define what a "MUD" or a "MUSH" or whatever is and drill down to the essential question; can a roleplaying game be designed with little or even no staff necessary to run it?
I don't want to limit the thread too much by explaining how this is to be done - if it's via advanced automation, if the answer is 'code' or 'people' or 'systems', etc - but I'm curious to see what you all think.
And even if some parts of traditional staff powers do need to be in place (perhaps booting bad players out?) you can also mention that. But let's try to think outside the box here.
One final request: Let's not romanticize the past. Yes, I'm sure we've all been in that special, unique moment in time where that one game achieved nirvana and barely needed staff at all. That's great - but how can that feat be replicated? How can we make it happen again? What lessons, mechanics, in-game functions can we reuse with a different crowd of people but expect similar results?