[MUD-Dev] Justification for audit trails in guilds?

eric ericleaf at pacbell.net
Thu Feb 20 08:16:06 New Zealand Daylight Time 2003

From: "Matt Mihaly" <the_logos at achaea.com>
> On Mon, 17 Feb 2003, Marc Fielding wrote:
>> [ Matt Mihaly ]

>>> We actually intentionally left open the possibility of
>>> corruption in guild and city leaders, because corruption is fun
>>> and can make for some good roleplaying.

>> Fair enough. However, if you're going to allow a
>> complexity-increasing play strategy, shouldn't you also implement
>> its countermeasure (here, the ability for guild members to audit
>> guild holdings) in the interest of balance?

> They have the ability to do so. It requires a bit of work on their
> part though. (corruption would never happen if the auditing was
> automatic)

That last bit is a pretty large statement. And I see no reasonable
methods to insure that. If you have positions of power, then that
power can be abused, there is no solution to that as long as flawed
humans are the holders of power. I could maybe imagine a superior
being with infinite memory and time that could maintain an flawless
audit system, but where you gonna get one of those?

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