... but, I think the answer to the question above with a really simple implementation (coming from a programming view point) might be "Karma" for players and Hearthlings.
How Karma could (conceivably work in HnH): While you are online and not performing any criminal acts your karma raises every so many ticks toward white. So, those people who are not committing crimes, acts of violence, etc, their karma is constantly rising so they become 'good' in nature while those who commit criminal acts lose swaths of karma based on evil acts and their karma goes black; the worse the crime, the more karma loss. Of course, keep in mind, nobody, not even the player themselves will know where their karma stands.... it's just a secret, internal counter which flips positive/negative based on behavior. This karma would have zero affect on gameplay itself; it neither helps nor hinders a player while they are alive... it would be almost as if karma did not exist at all.
So, what could karma do to curtail bad behaviors?
When a black karma (evil) person dies, they reincarnate with less LP based on their evil karma count. The more evil the character, the less LP will carry over from their old Hearthling to their new. Meanwhile, white karma (virtuous) characters would not have any more LP loss than normal. What this does, it makes being 'evil' a little more riskier business without actually stopping anyone from choosing to be evil. And, when a person chooses to be evil, they take a higher risk than someone choosing to be good. This won't stop those who really want to be evil, but there is that price to be paid if they get caught and killed.
This one little addition would promote trust, socializing, all while maintaining the option to be just as cruel and evil as you want to be.
Opinions, comments, etc?
