@arkandel said in Do we need staff?:
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.
I think it might be the wrong question, since a lot of games do it, and I tend to agree with @Sunny in her post about it depends on the game. I think a better question is, "With many tools for automation available, what are the reasons people would choose to not do it, and have staff instead?" Because I think that gets to more interesting points, where you see different philosophical differences in who has control and where.
Like my personal take would be that I only feel staff is necessary in a couple of cases:
If you want to have an overarching, cohesive story that ties all the players together, and you don't want full narrative control completely disseminated in a way that makes it less coherent and introduces constant contradictions.
Or if you feel code, while plentiful, is a limiting factor that can't full cover the full range of creative player responses, and you want the flexibility of an arbiter accounting for new situations on the fly that don't neatly fit scopes of rule sets, that might be too fast to be fairly handled in a crowdsourced way. This fits the point by @mietze I think.
My personal preference is a game that could run pretty comfortably with virtually no staff and players would still have plenty to do, but then staff can help bring the game to life and move the story forward.