I already basically have player-run organizations in, but I can't seem to think of a way for a member(s) to overthrow a leader. Killing the leader isn't what I have in mind, strength has little to do with leadership. I was thinking of a way all members can vote, but it's going to be annoying to store all the members who voted and who didn't voted. Does anyone have an suggestions on how to do this? I feel like going with a vot system, but not sure if I should.
Player run organizations; overthrow leader
Posted by Zeno on Mon 22 Nov 2004 02:25 AM — 6 posts, 22,120 views.
Jolly good question, as they say; I've been thinking a lot about this myself. I believe the easiest is to simply keep track of which names have voted, and then tally this against the number of people in the clan. If it reaches simple majority (or whatever measure you want to use) then the leader is ousted.
Another option is for people to formally challenge the leader in a duel. Oftentimes, this is how evil groups actually do work - it is about strength, or at least, the ability to have enough people loyal to you who will protect you.
A lot of these things are difficult to recreate in a MUD because there is not the overarching fear of permanent death, like we have to deal with IRL. :-)
I think that in fact the best solution is to let people leave groups themselves, and let them form their own groups. This is, in essence, a mutiny. It's the only 'fair' way that I can see of letting people do their own thing. I don't know what the status of organizations on your MUD is - on Darkstone things are rather controlled by immortals and promotions are handled by the imms. So if a group wants to oust a leader, they have to talk to the immortals about it.
Another option is for people to formally challenge the leader in a duel. Oftentimes, this is how evil groups actually do work - it is about strength, or at least, the ability to have enough people loyal to you who will protect you.
A lot of these things are difficult to recreate in a MUD because there is not the overarching fear of permanent death, like we have to deal with IRL. :-)
I think that in fact the best solution is to let people leave groups themselves, and let them form their own groups. This is, in essence, a mutiny. It's the only 'fair' way that I can see of letting people do their own thing. I don't know what the status of organizations on your MUD is - on Darkstone things are rather controlled by immortals and promotions are handled by the imms. So if a group wants to oust a leader, they have to talk to the immortals about it.
One of the ways that you might consider implementing the vote system is to use something like the note system. You could easily set up a new type of note, one with a specific clan target. Since the voting and checking members has already been done, the hard part would be to simply keep a numerical tally for yay, nay, or abstain. When one reaches the requirement ( as Ksilyan suggested, simple majority, or a two-thirds, etc ), cycle through the clans, find the one that matches this note, and then free the leader field and set it to blank.
This does leave options available to have power struggles, something like "assumepower", where people vie(?) for the open leadership. I use something similiar for when a leader is killed in combat, the first does not automatically assume control of council type clans, people contest for it.
This does leave options available to have power struggles, something like "assumepower", where people vie(?) for the open leadership. I use something similiar for when a leader is killed in combat, the first does not automatically assume control of council type clans, people contest for it.
Heh, a little too many typos I had, but anyways, I may just store the votes in the clan/organization file. That is correct how evil clans kill the leader to take over. (Thinking back to Cowboy Bebop, Red Dragon Syndicate) As for the duel challange, all the leader would have to do is deny it, and they would be leader forever. Form 'clans' themself eh? Hmmm, from what I have so far (custom forms, weapons, armor etc) custom creation of clans should blend in fine. But what I'm dealing with right now are guilds. I have already done promote, demote, and resign commands, but the final phase I'm missing is the overthrow system. I may just as well do a voting system, and I could always limit how long the "vote" lasts, so the file doesn't grow too large.
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As for the duel challange, all the leader would have to do is deny it, and they would be leader forever.
Well, that's up to you - you can have it set up where the leader is given one week to accept the challenge, and if s/he doesn't, the challenge is forfeited. If 3 challenges are forfeited, the leader is deposed. If the challenger is killed (by the leader, or by the leader's henchmen) then the challenge is cancelled - this way, if somebody is disloyal the other clannies can beat him/her up.
As for the duel challange, all the leader would have to do is deny it, and they would be leader forever.
A way i have seen it done in other muds is to have an overthrow command thats available to any player of a rank higher than 2nd rank in a 4 rank system, unless the organization is also upgraded to the highest level also in a 4 tier system then you cannot overthrow it, if overtrown then the leader is demoted to the lowest rank in the organization and has to re-earn trust and levels with in the oganization, i also think they cannot be removed from the organization for a short period of time either, something like 3 months real time but dont qoute me as i havent seen or been part of an overthrow in a long time.