August 1997
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
On Wed, 13 Aug 1997 clawrenc@cup.hp.com wrote:
> at 08:06 AM, "Jon A. Lambert" <jlsysinc@ix.netcom.com> said:
>
> >I'd be interested on your thoughts on legal systems.
>
> Were I to do a legal system I suspect it would be something as
> follows:
>
> "Crimes" would be deliberately vaguely defined.
I think this is a must - I'm pondering defining 'criminal elements' which
make up crimes, and which the system can put together on the fly to
categorise what the player has done. This would also allow for regional
customisation (for instance, a place where busking is illegal).
> The system would erraticly and unpredictably cycle between
> ultra-strict enforcement and ultra-relaxed enforcement of crime
> detection.
For me, this will also vary regionally, and on the guard/judge you get -
they will have randomly varient 'leniency' scores.
> An increased percentage of guilty verdicts would tend to sway the
> system towards stricter enforcement.
The system will be somewhat biased for me too - they will assume you are
guilty unless there is some evidence to the contrary, unless there are
extra factors, for instance you being very rich or powerful, or extremely
well known as a hero (unless of course they don't *like* the stories about
you!)
> Users can report crimes to the system.
Definitely.
> Depending on the above, not all reports would be acted upon.
Yup. If some scruffy dodgy looking bloke reports that some rich powerful
noble (new player, thief, and old player, fighter who is a rich noble)
stole from him, he's more likely to get arrested (the first bloke) for
wasting the guards time.
> 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.
A nice way of doing it; I'm pondering something similar, rather than just
having commands make the call. Possibly commands will do it if there are
witnesses.
> Again, not all would be acted upon.
Yup.
> All crimes would be recorded and tagged against the assumed perp (DB
> rollbacks are wonderful).
This will also happen for me, but less specifically (no really accurate
records are kept in the lands). The spreading of rumours and gossip will
of course damage reputation.
> Upon a crime handling being started, the assumed perpetrator would
> be charged with all the unresolved and unhandled crimes against his
> name.
Yeah.
> Crime handling would be specific to various societies.
Some would not even have 'law' as we understand it - some would be very
different.
> Societies would be user defined, but system administered (membership
> primarily).
Neat.
> Upon a criminal handling commencing, a random selection of the
> currently logged in members of the society in question would be tagged
> as jurors.
Potentially cool.
> 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.
What do you do if one or more juror leaves within this period?
> 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.
Aha.
> 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.
Neato.
> Non-attending jurors are tagged with the crime of non-attendance,
> and may or may not be called to stand trial for that crime.
This is a bit iffy - does non-attendence mean logged in, but didn't show
up?
> The courtroom consists of a room containing four areas:
>
> 1) A 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".
Heh. Heh.
> 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.
Eep.
> 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.
I'd love to see what happened with this.
Regards,
-Matt Chatterley
http://user.itl.net/~neddy/index.html
"Speak softly and carry a big stick." -Theodore Roosevelt - New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
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- New Topic: Butthead features Jeff Kesselman
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- New Topic: Butthead features Jeff Kesselman
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- Re: Caliban Tiresias Darklock
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- New topic: AI and NPCs Caliban Tiresias Darklock
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- New topic: AI and NPCs coder@ibm.net
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- Re: clawrenc@cup.hp.com
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- "Social control", was butthead features Koster, Raph
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- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
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- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
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- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- Re: Adam Wiggins
- Re: Marian Griffith
- Users want sexy muds, not rape... (Re:) Ola Fosheim Grøstad
- OT: Mortality coder@ibm.net
- Re:) Adam Wiggins
- Character evolution [off topic] coder@ibm.net
- Character evolution [off topic] Miroslav Silovic
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- Re:) Ola Fosheim Grøstad
- World full of heros Jeff Kesselman
- World full of heros Marian Griffith
- MUD Design Fundamentals (Was: Looking for books. Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for books. Ola Fosheim Grøstad
- OT: Re:) Jon A. Lambert
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Miroslav Silovic
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Shawn Halpenny
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Jon A. Lambert
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Matt Chatterley
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Chris Gray
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Michael Hohensee
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Matt Chatterley
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Maddy
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Adam Wiggins
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Nathan Yospe
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com