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Responsibilities of a Mod Leader

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#1 Mastermind


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Posted 19 December 2003 - 04:05 PM

There are many responsibilities that you must take on if you are to become a mod leader. Mod leaders set the tone for a mod, and more or less run the show. There are some things you need to do, and some things you need to remember.

1) A mod is supposed to be fun, it isn’t a job. Don’t expect your mod team to put in 8 hours a day to finish

2) Publicity: You are responsible for publicizing the mod. Make sure everything that you release is high quality, and well done. More about publicity in another article

3) Organization: You need to make final decisions on what goes in a mod, and what doesn’t. You should be willing to make choices, and decide things, especially if the mod team is divided.

4) Be the Peacemaker: You need to be willing to make enemies, because sometimes you will, but you also need to mend fences. If a dispute is going on between two team members, try to mediate, and work it out. If you can’t, get rid of someone. Ill will among team members can and will destroy a mod

5) Be Fair: You can’t always side with one person. Listen to both sides of an argument, and then decide on things

6) Be Logical: Don’t say you’re going to have a TC ready for release in 2 weeks. It can be done, but involves way more work than is humanly possible.

7) Expect bugs, but don’t allow them: There will always be bugs in anything human created. Understand that, but don’t knowingly release a bug, because that will annoy people. Understand also, that people will be annoyed when they find bugs. Having a good beta testing team that will try things out is very useful.

8) Beta Tests: Don’t tell people to play a beta, tell them to break it. This is very useful, and a good way to find errors. At GenDev, when I release a utility, I tell my beta testers to abuse it. I want them to make it not work, and tell me how they did it, so I can fix that error. You don’t want a beta team to tell you everything is perfect, unless you’ve tested every possibility for an error.

9) Be willing to take time off: Don’t burn yourself, or your mod team out. Be willing to delay things, and take a bit of time away. This is especially important if you are working very hard on trying to fix something, and it is frustrating you. Give a major problem some time, and allow yourself to think over solutions. Go play a board game, or something, and let your mind think about it in the subconscious. You will be amazed at the solutions you can find.

I’m sure there is more to it than this, but this is at least a nice general idea of what I think a mod leader needs to remember, and do, to be successful.
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#2 Guest_doombugs_*

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Posted 01 September 2006 - 03:47 AM

:( I have no contact to anyone so I tryed to do modding by myself... is this stupid??? :D :p :ninja:

#3 Cloaked Decimator

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Posted 22 February 2008 - 01:08 AM

:( I have no contact to anyone so I tryed to do modding by myself... is this stupid??? :wink_new: :) :spam:

no but u might be crying sweat and blood and tears unless you got a lot of freetime to make one by urself

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