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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

  • choose new staff carefully
  • make sure new staff members have access to the information and resources they need
  • work with them on coming up with clear, measurable tasks so they know what you’re expecting from them

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WIP: Teaser from "Ms. Liberty Splits Up the Superb Squadron"

Cover of ebook Ms. Liiberty Gets a Haircut
The WIP is a prequel to “Ms. Liberty Gets a Haircut.”
The meeting room had been storage area originally. Like everything else in the laboratory converted into headquarters, it was cramped, incredibly cramped, and more soon because of the outsized table someone had jammed into the middle. Chairs were crammed in around, an assortment of styles and shapes, as though everyone had elected to bring their own seating arrangement. In a corner was a small triangular table, holding a battered coffee pot and a perpetually empty plate.

They were the first to arrive, and Ms. Liberty took the opportunity to select, not the sturdiest chair (a hefty wooden bench) in the room, which the Unicorn would probably need, but the second sturdiest. Her augmented flesh was denser than that of most of the other team members, and she thought that breaking a chair would be a bad way to start off her first week with the team. The chair she picked was made of metal and was unyielding underneath her ans she sat down. She tried to relax into it, tried to assume the pose that would convey her attitude when others entered the room: not too eager but certainly on the alert.

Meanwhile, X wandered the corners of the room, extruded a long thin tentacle, which thoroughly explored the inner workings of the coffeepot, fingered the edges of the map of the world thumbtacked to the wall next to the nonfunctioning video screen. Over Antarctica, someone had scrawled in barely legible green pen, “Kilroy was here.” Air blew in through the vents, the only real source of sound in the room other than their breathing and the sounds of their movement.

The clock on the wall, which hung a little askew as though buffeted somehow in the past, clicked, and the hand clicked over to a minute before the hour. The door swung open and Dr. Raffy emerged, arms full of navy-blue folders stamped with the Squadron’s logo. He nodded at both of them and began to put a folder at each seat. X turned into a porcupine and waddled over to take the seat next to Ms. Liberty, a plain pine kitchen chair, its seat well-worn with use.

The Gladhander was the next to appear. “Ladies, gentleman”¦” He smirked as he slid into his chair, a leather Aeron that gave silently underneath him. The door opened again to show the Silver Juggler and Ballboy, both looking ill at ease and unhappy.

At the hour, Dr. Raffy began to speak, despite the lack of the Unicorn.

“If you’ll open the folders in front of you and turn to the first page, which is printed on cornflower blue paper, you’ll see our agenda.”

They all dutifully did so. The writer side of Ms. Liberty noted several spots where passive voice could be eliminated, a sentence whose parallel structure was insufficiently clear, and an out of place comma.

Dr. Raffy continued. “I’d like to welcome our new members officially, Ms. Liberty and X. While the circumstances that have opened new positions on our team have been sad, we are glad to have their new insights and experiences.” He smiled at Ms. Liberty and she smiled back, feeling genuinely welcome for the first time.

“Here, here,” the Silver Juggler said and led the room in a round of polite applause. X blushed purple appreciation.

“I know that you all read their backgrounds while undergoing the application process,” Dr. Raffy said, “so I won’t bother with recapping who they are. Their presence, unfortunately, brings us to agenda item number two: the smallness of our quarters.”

“I’ve said it before and I’ll say it again, I don’t mind the smallness of the rooms. Reminds me of when I was first enlisted serving on the submarine Helvetica,” the Silver Juggler said. Beside him Ballboy nodded enthusiastically.

“It’s no skin off my back,” Dr. Raffy pointed out. “I have my own quarters and there suitable for my needs. Should we postpone the item for further discussion in the next meeting?” He spoke quickly, as though rushing them through the item and Ms Liberty wondered what the hurry was.

The clock ticked to the ten after mark. The door opened and the Unicorn sidled in. “You better not be done talking about the living quarters, Raff,” he said without preamble. “I got something to say about all that shit.”

Dr. Raffy sighed. “Your arrival is timely,” he said wryly. “We were just discussing that very item.”

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