Weregild

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Weregild

Postby Potjeh » Sun Jan 24, 2010 1:27 am

I don't think that's much of a problem. Nobody wants to develop a reputation as a rip-off, really kills trade. The only downside in Chak's idea is that it requires both parties to be online simultaneously (so that the criminal can witness all the erasings), but on the other hand it promotes interaction between players.
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Re: Weregild

Postby Chakravanti » Sun Jan 24, 2010 1:43 am

and the 'authority' needs to be preexisting as well.

Think of the real potential for drama here once we have a 1k+ player base.

Nations like WV become the stand village size. Superpowers with forces 120 players strong may even exist; even if as some coalition of authority (kingdoms; mechanics have been proposed before dont care to go into that here). False flag operations can be carried out and covered up by the government and terrorists can be blamed!
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Re: Weregild

Postby Lothaudus » Sun Jan 24, 2010 5:41 am

loftar wrote:Under that system, the picking of two different chests would count as two different crimes even though they happened during what abstractly is obviously the same occasion.

Give each crime a unique ID. When scents are harvested from that crime scene, they're given the Unique ID for that particlar crime. When removing the crime, you find all crimes and scents with that ID and nuke.

EG: I commit murder. That leaves a criminal scent with a Unique ID. Chests full of scents are gathered (each with the same ID relating them to that particular crime). One scent is put in the Weregild Totem. When the crime is paid, all scents and the crime itself with that ID are nuked, problem solvered.

For theft, obviously you don't want 100 thefts from the same claim to all need individual Totems. So each theft on the same claim by the same person has the same Unique ID. That way all theft can be removed with one trade.

EG: I steal 24 silk eggs, 2 trays of cheese and a sword from Mr. Victim's claim. All these individual theft acts are given the same ID (because they're all performed on the same claim, by the same criminal within 24 hours of each other). Mr. Victim will obviously put a price on the Totem equal to all the things stolen from him. When paid, all theft scents for those crimes are wiped based on that one ID.
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Re: Weregild

Postby Chakravanti » Sun Jan 24, 2010 6:52 am

I like that idea, that all scents from one incursion can be tied to an item, incidentally that item should be an inventory item any scent with the corresponding ID can be attached to. That item is traded for the reparations like any other trade would be conducted which would involve trust to be sure but once it is conducted the repairing party can have peace of mind.

Furthermore, Murder scents, regardless of other scents should ALWAYS have their own ID. While theft, vandalism etc. cna be grouped as Lothaudus suggests.

Furthermore, I'd make an exception to what potjeh says in that you should be able to pay for your friends. So a totem should be identifiable if it is your, obviously, so you know you are gettign your own totem. It should further be identifiable of anyone you have memorized (or, alternatively, kinned).

Furthermore, a totem should be able to have scents extracted from it. It should serve as both a container for scents and a method of deleting them. This would allow a village to sell the scents to interested parties, not just those making reparations.

It might be said that an authority figure might have to work the item to make it erasable. So that scents are collected, placed in totem, erasure enabled by authority. The last step may or may not be condeucted before a 'sale' is made. The last step, incidentally, should change the pixel noticeably for the totem.
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