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 Post subject: Laws: Aiding and Abetting
PostPosted: Tue Nov 18, 2008 5:35 pm 
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Location: Redwood City, California
Dulrik wrote:
Gilgon wrote:
You cannot banish someone for healing their allies while their allies kill npcs, even though the healing might be even more important than the damage dealing as far as city defense is actually concerned.

Healing someone isn't against the law anywhere right now. It could possibly be instituted as a new law. I'm not completely against it.


The more I think about this, the more intrigued I am by the idea of a law against 'Aiding and Abetting'. The purpose of this thread is to brainstorm what exactly this law would cover.

Healing a convicted criminal?
Any kind of a buff on a convicted criminal?
What other types of aid exist? Giving them money/food/weapons?
What about if they aren't convicted but they've been seen or are in the process of committing a crime?

Feel free to throw out your opinions.


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PostPosted: Tue Nov 18, 2008 5:41 pm 
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Definantly, aiding and abetting. Great idea. I like all your examples, although the food/money/weapons part seems like it would be hard to code.


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PostPosted: Tue Nov 18, 2008 5:44 pm 
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Most Important: Casting a non-aggressive but very battle-affecting spell on people, such as various cabal or religion spells.

Giving anything that can be recited/quaffed/brandished/zapped to a convicted criminal.

I don't think that getting people in trouble for aiding someone in the process of committing a crime is a good idea, it would probably happen most often by accident.

Furthermore, casting any of the cabals area spells that affect rooms should be a crime.

And players should be able to email their patron immortal with a paragraph-long explanation for why a given player should be banished, despite having no crimes on their outlaw list.

All of this will not stop a player from entering a city, reciting charm, leaving, ganking, turning self in for attempted mugging.


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PostPosted: Tue Nov 18, 2008 5:59 pm 
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I must admit that Aneira has gone on quite a few city raids in her day and has never suffered any ill consequences for helping her groupmates slaughter entire cities (by healing them). I was always curious as to why this was possible. I did enjoy the freedom of it though.


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 Post subject: Re: Laws: Aiding and Abetting
PostPosted: Tue Nov 18, 2008 6:26 pm 
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Dulrik wrote:
Healing a convicted criminal?
Any kind of a buff on a convicted criminal?
What other types of aid exist? Giving them money/food/weapons?
What about if they aren't convicted but they've been seen or are in the process of committing a crime?


If a criminal or someone who is in the act of committing a crime, is in combat, anything that gives the criminal some added advantage should be considered aiding and abetting. This includes healing/sanctuary/gs/haste/frenzy/bless/armor/vials/etc. I would be very careful to punish someone who helps a criminal outside of combat because of the OOC backlash it could cause. Unlike RL, it's easier to get around most of the clues that you're a criminal, and if you get fooled in RL, you usually don't get punished. And you can't punish someone for prepping a PC. It's like giving a friend 50$, he buys a bat and robs a store. Unless you know first hand that he was going to rob the store, (which the mud would have no way of knowing with 100% accuracy) you get off...


Gilgon wrote:
Most Important: Casting a non-aggressive but very battle-affecting spell on people, such as various cabal or religion spells.

Furthermore, casting any of the cabals area spells that affect rooms should be a crime.


No on both accounts. The former, I would defend less staunchly, but one cabal comes to mind where this would really, really ruin a lot of the joy of being in that cabal, and would make an already PK-heavy mud worse.

Gilgon wrote:
And players should be able to email their patron immortal with a paragraph-long explanation for why a given player should be banished, despite having no crimes on their outlaw list.


If logs can be provided where it's 100% clear it's not not just certain cabal abilities in play, I could go for this. Otherwise, the IMMs just open themselves up for pain.

sleeper


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PostPosted: Tue Nov 18, 2008 6:35 pm 
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Whole room cabal spells will cover a lot of things. But not all cabal spells. But the whole room ones should be on the list.

No way to track giving something to a convicted criminal... But it would be nice to be able to email your patron IMM about it in the case of strange abstraction.


-------------------------------------
I'd like to see this:
IF Someone in your group commits a crime, the whole group becomes at fault for that crime.
If a tribunal member is in your formation, you are all diplomatically immune.
This helps with defense, keeping defenders free of reports. Keeps offenders in formations in trouble.

And, Healing convicted criminals should be a crime too.
--------------------------------------------------------


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PostPosted: Tue Nov 18, 2008 6:42 pm 
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I think that in the idea of aiding and abetting should only be for while they are in the process of committing a crime. Such as they are fighting the guards and you heal them that I could see, but healing and buffing before or after is stretching the idea thin especially if they are in a different location.


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PostPosted: Tue Nov 18, 2008 6:54 pm 
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That's why I think that you should be guilty if you're in the same group as a person commiting a crime...

And diplomatically immune if you have a tribunal memeber in your group.

The reason why I said healing should be a crime if the person is in the process of committing a crime is because then healers could sit outside groups and never get wanted if they were savvy.

But the top two are a bit more the two I definately want to see.


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PostPosted: Tue Nov 18, 2008 9:22 pm 
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It should simply be guilt by association. If one member of a party does something, everyone is an accomplice. If they are not in the group, then what you proposed will stop that also.


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PostPosted: Tue Nov 18, 2008 10:42 pm 
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I'll reply in more detail to this later, but can we PLEASE get rid of bounty NPCs in combination with something like this?


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