October 1997
- Carnage, scripting newbie guides Koster, Raph
- Carnage, scripting newbie guides Nathan Yospe
- Carnage, scripting newbie guides Chris Gray
- Carnage, scripting newbie guides ##Make Nylander
- Carnage, scripting newbie guides ##Make Nylander
- Usability and interface and who the hell is supposed to clawrenc@cup.hp.com
- 101 Spells Not Worth Memorizing clawrenc@cup.hp.com
- more classes (Usability and interface and who the Brian Price
- more classes (Usability and interface and who the Matt Chatterley
- more classes (Usability and interface and who the coder@ibm.net
- Stranger in a Strange Land (was Usability and interface and Maddy
- Tablets. Ola Fosheim Grøstad
- Stranger in a Strange Land (was Usability and interface clawrenc@cup.hp.com
- Usability and interface ... Marian Griffith
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Broly
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
- Usability and interface ... coder@ibm.net
- Usability and interface ... Marian Griffith
- Turn-based Combat Jon A. Lambert
- Turn-based Combat Travis Casey
- Turn-based Combat John G.
- OT: I'm moving! coder@ibm.net
- (fwd) New mud release coder@ibm.net
- Riddles for games clawrenc@cup.hp.com
- Riddles for games Chris Gray
- Riddles for games coder@ibm.net
- The Trap Collection clawrenc@cup.hp.com
- Learning through failure Jon A. Lambert
- Learning through failure Maddy
- The Trap Collection - Volume II clawrenc@cup.hp.com
- THE COMPLETE GUIDE TO UNLAWFUL CARNAL KNOWLEDGE FOR FANTASY ROLE-PLAYING GAMES clawrenc@cup.hp.com
- (fwd) New MUD software wanted? coder@ibm.net
- (fwd) New MUD software wanted? Felix A. Croes
- (fwd) New MUD software wanted? coder@ibm.net
- META: File attachments as list postings. coder@ibm.net
- More Riddles... Jon A. Lambert
- More Riddles... Jon A. Lambert
- multiple intelligences Brandon J. Rickman
- multiple intelligences Travis Casey
- multiple intelligences Brandon J. Rickman
- multiple intelligences S001GMU@nova.wright.edu
- multiple intelligences Travis S. Casey
- multiple intelligences coder@ibm.net
- OT: Usability and interface and who the hell is suppo coder@ibm.net
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Michael Hohensee
- Fear of magic (was:Usability and interface) coder@ibm.net
- The Official T$R Book of Adventure Suggestions coder@ibm.net
- Mud governance Koster, Raph
- Mud governance Felix A. Croes
- Mud governance Mike Sellers
- Mud governance Travis Casey
- Mud governance coder@ibm.net
- Mud governance Mike Sellers
- Mud governance coder@ibm.net
On 21/10/97 at 09:28 AM, Mike Sellers <mike@online-alchemy.com> said:
>However, I believe we can begin to approximate the same sort of power we
>have in the physical world in MUDs by enabling "special powers" in the
>form of executive, judicial, and police/military forces under _some_ form
>of popular control (somewhere from post-Magna Carta monarchy to
>democracy).
The Habitat papers and others suggest the value of handling such in-game.
It certainly reflects on player value when you do. I'd question the
requirement for "popular control". It is almost tantamount to a
requirement for democracy; an experiment for which I don't see much sign
of success.
> It'll be a heck of an experiment anyway.
Many MUSHes and MOO's would seem to be doing this now, with the LambdaMOO
rape case and its handling and after effects being a specific case in
point.
Are you familiar with Island's justice system?
In a fit of spoof I proposed a mock system here a while back:
--<cut>--
Were I to do a legal system I suspect it would be something as follows:
"Crimes" would be deliberately vaguely defined.
The system would erraticly and unpredictably cycle between
ultra-strict enforcement and ultra-relaxed enforcement of crime detection.
An increased percentage of guilty verdicts would tend to sway the system
towards stricter enforcement.
Users can report crimes to the system.
Depending on the above, not all reports would be acted upon.
The system would internally detect crimes. This would take place via
mobiles or other similar coded systems viewing a crime in progress or the
results of a crime.
Again, not all would be acted upon.
All crimes would be recorded and tagged against the assumed perp (DB
rollbacks are wonderful).
Upon a crime handling being started, the assumed perpetrator would be
charged with all the unresolved and unhandled crimes against his name.
Crime handling would be specific to various societies.
Societies would be user defined, but system administered (membership
primarily).
Upon a criminal handling commencing, a random selection of the currently
logged in members of the society in question would be tagged as jurors.
The jurors would be told that the system will teleport them to a court
room at a pre-defined time (30 RL mins later) in the future to stand
judgement.
The juror list is openly published at the same time.
The accused is informed that he is accused and when the trial will be.
Jurors may sell or transfer their juror position to any other society
member, including the accused, prior to the trial.
Death or non-attendance of all jurors prior to a trial defaults to a
not-guilty verdict.
The case of all the jurors being the accused defaults to a
non-guilty verdict.
Non-attending jurors are tagged with the crime of non-attendance, and
may or may not be called to stand trial for that crime.
The courtroom consists of a room containing four areas:
1) An exitless pen which contains the accused, suitably immobilised
(ie he has no control over his character other than speech).
2) An open pen marked "Guilty".
3) An open pen marked "Innocent".
4) A free space surrounding the guilty/innocent pens.
The guilty and innocent pens each contain a single button marked,
"Verdict".
The courtroom has no entrances and no exits. There is no possiblity to
view an in-progress court case unless one of the jurors brings in a remote
camera object.
Shortly before the trial commences all jurors are so warned.
Upon the trial commencement all jurors are teleported to the open free
area of the courtroom, and the accused is immobilised and put in the pen.
Jurors are teleported with everything they happen to be carrying at that
time.
There are no controls and no supervision of what happens in the
courtroom.
Crimes in the courtroom are not recorded.
The verdict is determined by all surviving jurors gathering in a single
pen, guilty or innocent, and the verdict button being pushed.
If the verdict is innocent, the accused is freed, and the jurors
returned to the locations they were summoned from. Any dead/injured
jurors remain dead/injured etc. EQ is left where it was at the instant
the button was pushed.
Any EQ left in the courtroom is given to the accused.
If the verdict is guilty the innocent pen dissappears, and the guilt pen
is renamed "penalised". The accused's EQ is made available to the jurors
to do with as they wish (ie everything he is carrying or in a location he
controls). If one of the crimes is deemed suitably serious, the accused
stats are made available to the jurors for editing as they wish.
Guilty processing terminates when all surviving jurors enter the
penalised pen and the button is pressed.
Any EQ left in the courtroom when the button is pressed and all jurors
teleported back is given to the accused.
............................................
It should be amusing at the least, wonderfully chaotic at best, and
intensely unfair and primitive at its ideal scene.
--<cut>--
Very Gilbert&Sullivan of course. This does not handle of course the
definition of your executive and judicial branch above. Most specifically
it does not even attempt to handle the definition of what is and what is
not a "crime".
I've wondered about the advantages of having an in-game quest trial, which
players could embark on, and if successful, could add or remove one
law/rule/crime from the justice system, There would of course be a
magnitude stat, to limit the size and scope of the rule added or removed.
This could be paired against any in-game definition of level, as well as
derived from performance on the trial to that point. I could also see
adding in a concept of a sin stat, or possibly reputation to limit the
character of the law added or removed, in addition to the other rules
limiting its scope.
--
J C Lawrence Internet: claw@null.net
----------(*) Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... - Mud governance S001GMU@nova.wright.edu
- Mud governance coder@ibm.net
- Mud governance coder@ibm.net
- Mud governance Koster, Raph
- Mud governance coder@ibm.net
- OT: Usability and interface and who the hell is su Jon A. Lambert
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Nathan Yospe
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Brandon J. Rickman
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) Adam Wiggins
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Koster, Raph
- Fear of magic (was:Usability and interface) Chris Gray
- Fear of magic (was:Usability and interface) Richard Woolcock
- Fear of magic (was:Usability and interface) Stephen Zepp
- META: List burp coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) Matt Chatterley
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- CODE RELEASE: [mush mux] Portable Space Engine v0.8.3 RELEASED! coder@ibm.net
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- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Jon A. Lambert
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Felix A. Croes
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Jon A. Lambert
- string parsing Adam Wiggins
- string parsing Ola Fosheim Grøstad
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing Nathan Yospe
- string parsing Chris Gray
- string parsing coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Adam Wiggins
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Sauron
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster Michael Hohensee
- Idea: Hive-mind monster Brandon J. Rickman
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Skill Listing - Part II Jon A. Lambert
- Skill Listing - Part II Derrick Jones
- Skill Listing - Part I Jon A. Lambert
- Poison List - Part II Jon A. Lambert
- Poison List - Part III Jon A. Lambert
- Poison List - Part IV Jon A. Lambert
- Poison List - Part I Jon A. Lambert