I figured I toss out some answers, not sure how helpful they'll be.
I suppose I should open with my game's rules as they are a bit different than most:
THE RULE
The Golden Rule of Tir na nOg
Do unto others as you would have the Staff do unto you.
See also: HELP AUP
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ACCEPTABLE USE POLICY
* You may multi-play, bot, script, and trigger as long as you don't
annoy other players. Be creative. Kill-stealing is frowned upon.
Bugs happen. We reserve the right to change any code at any time.
* What you send to the mud might be seen by a child, a grandmother, or
a priest. We have these and other diverse people in our playerbase.
Rude language in public places or on channels may result in minor to
severe punishment, even deletion.
! DISCLAIMER: Despite the above policy, we have no control over what
a player sends to the MUD, thus we can not guarantee you won't see
something you (or your parents) might not like.
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1. Do you have a deny/ban policy? Why or why not?
Uhm, no. I know the code is there, as I've copied it for other purposes, such as saving player-owned rooms, but we've never needed it. In fact, we have a level between the Gods and the Imps that have the ban, freeze, disconnect, and similar commands. Any God is free to make such a character so they don't have to use their player friendly God persona to play Bad Cop, but no one ever has in the 7 or 8 years we've been open.
3. How do you deal with general arrogance and demands from players towards the MUD or towards your position on the MUD? (I.E. Some players that say you're not coding enough, while others are saying you're coding too much and not initiating RP enough).
As they say, 'laughter is the best medicine.' :)
4. How do you handle disputes between players?
No one's ever asked me to.
5. How do you deal with cheaters and bug abusers? Do you document past destructive behaviour? Do you punish their character in some way (lowering of stats, etc).
I put bugs in the code for players to exploit. Most people don't find them, some people report them. I just say, "No, no, it's supposed to be that way."
6. What types of rules have you had to institute due to player behaviour that might be out of the norm?
None. (Honestly, I'm not sure quite what you mean. I assume people playing MUDs
aren't normal, and even if a norm emerged, I wouldn't try to enforce it.)
7. N/A
8. Do you keep an open relationship with your players or are the game admins/imms fairly ominous? And why?
Open and friendly, we are. I mean, that's the point isn't it? To surround yourself with people who are fun and entertaining?
I don't mean to come across as quite such a Pollyanna, I've worked on games that had control freaks for admins and lunatics for players. I've seen games run (ruined) by cliques where no one really played because they all knew if you left your room you were asking for trouble. I've been on games where the real game was navigating the rules and policies put forth in an attempt to limit the playerbase to those conceived of as 'good' players, and I've played on private games that were invitation only, yet still seemed to have more strife than life.
My theory, based on all this experience, is MUD owners get what they ask for. If you treat players with respect, they'll respect you in return. If you make them laugh, they'll tell you jokes. If you're paranoid, then you'll have to watch your back. If you tell players they can't do something, they will. It's human nature, at least in the "free world", to defy authority.
Now, before someone starts running around claiming, "Keri said if you have jerks on your game
you are a jerk!", allow me to delve a bit into game design. I think Bartlet is wrong. (A lot of expletives died in the creation of that last sentence.) You look at a MUD, and gee, you can kill mobile and get XP and neat loot. Some people do a lot of that, achieving a high score, so they are Achievers. And you can also kill other players, and some would rather do that, so they are Killers. Some like to sit around and chat.... you know, if I ever passed in a paper, even in grade school, where I said "Water is wet, and fire is hot..." I would have gotten a barely passing grade
only if the teacher really, really liked me. Yet this... gentleman... has based an entire academic career on such obviousisms. I much prefer the ideas of Raph Koster and Richard Woolcock. Raph has a cool website, but you'll have to look up old usenet posts to read Richard when he was waxing poetic about how games ought to be. (Now, quite naturally, he tends to talk more about the nut and bolts of it all, as he's actually creating a game of his own, and he often uses a pseudonym to avoid the paparazzi.)
The thing we all three hold in common is that games are really about learning. Players want to be able to develop skills, learn new tricks, and succeed or fail based on their own merit. If all you offer them is a fancied up flip of a coin, then they will look for other ways to test their skills. If you are posing as an authority figure, then they will use what they learned in school, and while a few might try to polish the old apple, most will give you no more quarter, and a lot more grief, than the average substitute teacher gets. Because, deep down in the skinny part of their hindbrains, they
know you're a substitute for a teacher. Except in this class, they can walk out and go have a smoke any time they want. So, insisting they respect you, insisting they follow rules, insisting anything is just going to bring on the ridicule.
To avoid this, you have to distract them with a game that is fun, not too hard but not so easy they master it in a week, and that has something worthwhile at the end. In the old days, of course, players just kept gaining levels. The reward at the end was being an IMM. You need a solid codebase, one that can stand on it's on and not be propped up by rules and restrictions. You need friendly and helpful hall monitors, er... staff, and complete help files in case the staff's not around. Mostly, you need to show them you care. Show them you're trying to make things better, and that you are concerned about their concerns. Don't pretend your game is perfect, just make sure it's better than most. Don't pretend you are perfect either, and remember you're not their boss, you're not an owner of them, you're more like a host. Treat your players like guests you want to return, and that will keep almost everybody happy and out of your hair.
Now for the dark side, and there is a dark side... those people that crash the party just to spoil your fun. What do you do about them? They're playing by their own rules, and they're free to change the rules at their whim, ensuring it's never fair. Complain, and you've lost, because they feed on your pain. Ignore them and they run rampant, chasing off the players you worked so hard to win over in the first place. Ban them, and they find another IP. Myself, I humour them. I don't embarrass them or ridicule them, but simply show no real concern. If they rant about bugs or poor design, I admit I'm not a very good coder. If they bother another player, I favour that player. When enough players start coming to them begging for abuse so they can get extra XP or cool gear, it really takes the fun out of being a bully. If all their attempts at disrupting the community produce laughter and gaiety, they soon move on looking for normal people. In short, the best defence is a lack of offense. If they can't offend you,
they lose. :)
Once, we did have a group of very nasty boys from a library in California. We moved the pfiles of all the regular players to the test server, and privately asked everyone to log in there. It took a few days for everyone to move over, but in the end, the nasty boys were playing alone, and started crowing they'd taken the place over. They didn't play nicely with each other, though, when there was no one else to pick on, and one by one, they left. Gee, I hated to cause rifts between childhood friends. ;)
It's traditional at this point to say, "Sorry for the long post." I do hope it helps, someone. Crystal, I've known you for several years now, and I don't think you'll have a problem. You're even-handed, light hearted, and generally fun to be around. I don't know your staff as well, but if they can stay focused on serving the public and keep any attitudes out of sight, I think all will go well.