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<H1>RE: Re[2]: [MUD-Dev] The grass is always greener in the other field</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: Re[2]: [MUD-Dev] The grass is always greener in the other field </LI>
<LI><em>From</em>: "Joe Andrieu" &lt;<A HREF="mailto:joe#andrieu,net">joe#andrieu,net</A>&gt;</LI>
<LI><em>Date</em>: Wed, 22 Dec 1999 16:03:53 -0800</LI>
<LI><em>Importance</em>: Normal</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
-----Original Message-----
J C Lawrence wrote

[snip]
Conversely, the problem with a game is that "notice" is a much more
manipulable fact than IRL.  There are social structures and routines 
built into RL that deal with "suspicious activities" that don't
exist or particularly pertain to MUDdom.  
[snip]
----------------------------

JC--

You just stumbled on the solution: have an IC solution that mirrors how we handle it in real life.  Consider two scenarios:

1. I have a hut in the woods.  Over time, the nearby area becomes sparsely populated, enough for people to know there's a hut, but not really enough for their to be any organized sort of police. And there aren't any neighbors for miles. Now, I happen to log^H^H^H stop by the hut once every couple of days.  If someone was persistent enough, they could wait for me to check in and leave, then start picking that padlock and have a full day or two before I or anyone else would see them. And they'd get all my loot.  The fact is, this is limited in urban settings because we DO have police and forensics and neighbors and all sorts of things that provide significant negative consequences if you get caught, which is probable for certain types of crime.  Why should a MUD be so easy to be a criminal?

2. Consider how the stand-alone adventure game Thief handles it.  Sure, you can take a large amount of time to handle a particular job. But there is a good chance that you'll be discovered if you take too long or are noisy. And if you aren't paying attention... Whack! You can die really quickly.

IRL you don't have infinite time to solve risky problems. So put a guard near that lock, a guard who comes by on sentry duty once every few minutes or so. I'm sure if he found a macro-driven thief blindly picking the lock, he'd have no problem dispatching the poor fool.  

End of problem.


-j





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<LI><STRONG><A NAME="00733" HREF="msg00733.html">Re: Re[2]: [MUD-Dev] The grass is always greener in the other field</A></STRONG>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re[2]: [MUD-Dev] The grass is always greener in the other field</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00705" HREF="msg00705.html">Re[2]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 21 Dec 1999, 17:38 GMT
<UL>
<LI><strong><A NAME="00713" HREF="msg00713.html">Re: Re[2]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 21 Dec 1999, 22:59 GMT
<UL>
<LI><strong><A NAME="00735" HREF="msg00735.html">Re: Re[2]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Wed 22 Dec 1999, 23:16 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00733" HREF="msg00733.html">Re: Re[2]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Wed 22 Dec 1999, 23:02 GMT
<UL>
<LI><strong><A NAME="00744" HREF="msg00744.html">RE: Re[2]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Joe Andrieu <a href="mailto:joe#andrieu,net">joe#andrieu,net</a>, Thu 23 Dec 1999, 00:45 GMT
</LI>
<LI><strong><A NAME="00754" HREF="msg00754.html">Re[4]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 23 Dec 1999, 05:39 GMT
<UL>
<LI><strong><A NAME="00759" HREF="msg00759.html">Re: Re[4]: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 23 Dec 1999, 07:56 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00671" HREF="msg00671.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Raph &amp; Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sat 18 Dec 1999, 17:52 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00648" HREF="msg00648.html">RE: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 17 Dec 1999, 23:00 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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